Dredge, Sorcerer
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Dredge, Sorcerer
(Totally using Lilian as a template)
Name: Dredge
Alignment: Chaotic Good
Race: Human
Class: Sorcerer (6 levels)
Size: Medium
HP: 6d6 + 5 (26)
Ability Scores
Rolled: 9, 12, 13, 14, 15, 16
STR: 9 = -1 mod
DEX: 15 = +2 mod
CON: 14 = +2 mod
INT: 13 = +1 mod
WIS: 12 = +1 mod
CHA: 18 = +4 mod
Flat Footed AC : 12
Armor Class: 14
Touch AC: 14
Flat Footed AC: 10
Base Attack Bonus: +3
Fort: 4
Reflex: 6
Will: 8
Abssyal Bloodline
Claws
Demon Resistance - Resist 5 electricity, +2 to saves vs. poison
Skill Points: 32
4 Ranks in Appraise
5 Ranks in Bluff
5 Ranks in Craft: Alchemy
4 Ranks in Knowledge: Arcana
5 Ranks in Spellcraft
4 Ranks in Use Magic Device
5 Ranks in Profession: Herbalist
1 Rank in Knowledge: Planes
Feats
Sorceror Freebie - Eschew Materials
Level 1 - Endurance
Campaign Freebie - Diehard
Human Freebie - Magical Aptitude
Level 3 - Iron Will
Level 5 - Lightning Reflexes
Spells per day
Level 1 - 6
Level 2 - 6
Level 3 - 4
Level 4 - 1
Spells Known
Level 0 - Acid Splash, Read Magic, Ghost Sound, Bleed, Mending, Ray Of Frost, Prestidigitation
Level 1 - Cause Fear, Mage Armor, Magic Missle, Burning Hands, Nightshield
Level 2 - Wings of Cover, Spontaneous Immolation, Bull's Strength
Level 3 - Summon Monster III, Rage
Name: Dredge
Alignment: Chaotic Good
Race: Human
Class: Sorcerer (6 levels)
Size: Medium
HP: 6d6 + 5 (26)
Ability Scores
Rolled: 9, 12, 13, 14, 15, 16
STR: 9 = -1 mod
DEX: 15 = +2 mod
CON: 14 = +2 mod
INT: 13 = +1 mod
WIS: 12 = +1 mod
CHA: 18 = +4 mod
Flat Footed AC : 12
Armor Class: 14
Touch AC: 14
Flat Footed AC: 10
Base Attack Bonus: +3
Fort: 4
Reflex: 6
Will: 8
Abssyal Bloodline
Claws
Demon Resistance - Resist 5 electricity, +2 to saves vs. poison
- Spoiler:
- Claws - At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Demonic Resistance - At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
Skill Points: 32
4 Ranks in Appraise
5 Ranks in Bluff
5 Ranks in Craft: Alchemy
4 Ranks in Knowledge: Arcana
5 Ranks in Spellcraft
4 Ranks in Use Magic Device
5 Ranks in Profession: Herbalist
1 Rank in Knowledge: Planes
Feats
Sorceror Freebie - Eschew Materials
Level 1 - Endurance
Campaign Freebie - Diehard
Human Freebie - Magical Aptitude
Level 3 - Iron Will
Level 5 - Lightning Reflexes
Spells per day
Level 1 - 6
Level 2 - 6
Level 3 - 4
Level 4 - 1
Spells Known
Level 0 - Acid Splash, Read Magic, Ghost Sound, Bleed, Mending, Ray Of Frost, Prestidigitation
Level 1 - Cause Fear, Mage Armor, Magic Missle, Burning Hands, Nightshield
Level 2 - Wings of Cover, Spontaneous Immolation, Bull's Strength
Level 3 - Summon Monster III, Rage
Last edited by Dredge on Tue Sep 27, 2011 3:31 pm; edited 6 times in total
Dredge- Posts : 11
Join date : 2011-09-18
Re: Dredge, Sorcerer
Inventory
---------
1,500 Gold
Bracers of the Entangling Blast - let you entangle someone hit by a spell that fails the save, if it has a save, for 1d4 rounds. But the spell does 1 damage every round instead of its normal damage. Those numbers might be slightly off. It works 3/day
Cloak of Resistance +2 - +2 to saving rolls
HEALING BELT - While wearing a healing belt, you gain a
+2 competence bonus on Heal checks.
This is a continuous effect and requires
no activation.
In addition, the belt has 3 charges,
which are renewed each day at dawn.
Spending 1 or more charges allows you to
channel positive energy and heal damage
with a touch. (You can also use this ability
to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
+2 Ring of Protection (+2 AC)
Clothing, Scholar's Outfit
Compass - An ordinary compass that points to the magnetic north pole grants its user
a +2 circumstance bonus on Survival checks made to avoid becoming lost. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Backpack, Standard - A standard backpack is constructed of water resistant, reinforced leather and holds 1 cubic ft. or 60 lbs. of gear. Empty Weight: 2 lb.1 Capacity: 1 cubic ft./60 lb.1
Tools, Artisan's, Masterwork - +2 to Craft (Apothecary)
Flint and Steel - Lighting a torch with flint and steel is a full-round action, and lighting
any other fire with them takes at least that long.
Food- Rations, (trail, per day) - 10
Food, Rations, Wandermeal - 20
Shaving Kit
Sunrod
Tent - Medium: A medium tent holds two creatures and takes 30 minutes to assemble.
Bedroll
Blanket, common
2 waterskins
---------
1,500 Gold
Bracers of the Entangling Blast - let you entangle someone hit by a spell that fails the save, if it has a save, for 1d4 rounds. But the spell does 1 damage every round instead of its normal damage. Those numbers might be slightly off. It works 3/day
Cloak of Resistance +2 - +2 to saving rolls
HEALING BELT - While wearing a healing belt, you gain a
+2 competence bonus on Heal checks.
This is a continuous effect and requires
no activation.
In addition, the belt has 3 charges,
which are renewed each day at dawn.
Spending 1 or more charges allows you to
channel positive energy and heal damage
with a touch. (You can also use this ability
to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
+2 Ring of Protection (+2 AC)
Clothing, Scholar's Outfit
Compass - An ordinary compass that points to the magnetic north pole grants its user
a +2 circumstance bonus on Survival checks made to avoid becoming lost. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Backpack, Standard - A standard backpack is constructed of water resistant, reinforced leather and holds 1 cubic ft. or 60 lbs. of gear. Empty Weight: 2 lb.1 Capacity: 1 cubic ft./60 lb.1
Tools, Artisan's, Masterwork - +2 to Craft (Apothecary)
Flint and Steel - Lighting a torch with flint and steel is a full-round action, and lighting
any other fire with them takes at least that long.
Food- Rations, (trail, per day) - 10
Food, Rations, Wandermeal - 20
Shaving Kit
Sunrod
Tent - Medium: A medium tent holds two creatures and takes 30 minutes to assemble.
Bedroll
Blanket, common
2 waterskins
Dredge- Posts : 11
Join date : 2011-09-18
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