Azlith

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Azlith
Female Half-Elf Sorcerer 1
Chaotic Neutral
Representing Silence

Strength 12 (+1)
Dexterity 11 (+0)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 18 (+4)
Size: Medium
Height: 5' 2"
Weight: 98 lb
Eyes: Violet
Hair: Silver
Skin: Pale
Total Hit Points: 8

Speed: 30 feet

Armor Class: 10

Touch AC: 10
Flat-footed: 10
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 0 = 0 [base]
Will save: + 2 = 2 [base]
Attack (handheld): + 1 = 0 [base] + 1 [strength]
Attack (missile): + 0 = 0 [base]
Combat Maneuver Bonus: + 1 = 0 [base] + 1 [strength]
Combat Maneuver Defense: + 11 = 10 + 0 [base] + 1 [strength]

Light load: 43 or less
Medium load: 44-86
Heavy load: 87-130
Lift over head: 130
Lift off ground: 260
Push or drag: 650


Languages: Abyssal Common Draconic Elven

Weapon:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Feats: Magical Aptitude +2 on spellcraft and use magical device
Skill Focus (Spellcraft)
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 0 = +0
Appraise Int 3 = +3

Bluff Cha 8 = +4 + 1 + 3 [class skill] Climb Str* 1 = +1
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 6 = +4 + 2 [half-elf]
Disguise Cha 4 = +4
Escape Artist Dex* 0 = +0
Fly Dex* 0 = +0
Heal Wis 0 = +0
Intimidate Cha 4 = +4
Knowledge (arcana) Int 7 = +3 + 1 + 3 [class skill]
Knowledge (nobility) Int 4 = +3 + 1
Perception Wis 2 = +0 + 2 [half-elf]
Perform_1 Cha 4 = +4
Perform_2 Cha 4 = +4
Perform_3 Cha 4 = +4
Perform_4 Cha 4 = +4
Perform_5 Cha 4 = +4
Ride Dex* 0 = +0 v Sense Motive Wis 0 = +0
Spellcraft Int 12 = +3 + 1 + 3 [class skill] + 2 [magical aptitude] + 3 [skill focus]
Stealth Dex* 0 = +0
Survival Wis 0 = +0
Swim Str** 1 = +1
Use Magic Device Cha 7 = +4 + 1 + 2 [magical aptitude]

  • = check penalty for armor/shield
    • = some groups double armor/shield penalties for swimmers


Zero-level Sorcerer spells: Cantrips can be used at will

First-level Sorcerer spells: 4 (3 + 1) per day


Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Elf

This half-elf chose +2 to charisma (already included)
Immune to magical sleep

Allowed two favored classes. Here I am assuming it is the first two favored classes.

Take a skill focus as a bonus feat at level 1

+ 2 racial bonus on saves vs. enchantments

Low-light vision

+ 1 racial bonus on perception checks

+ 2 racial bonus on diplomacy and gather information checks

Sorcerer
Can know only limited numbers of spells

Sorcerer spells no longer require cheap material components.

High charisma gains bonus spells daily

Concentration check: d20 + sorcerer level + charisma modifier vs. DC

Pathfinder sorcerers each choose a bloodline, which provides a class skill, extra spells, powers, and feats. Please write these in. Thanks for understanding.

Abyssal bloodline sorcerers can grow claws,give damage resistance to summoned creatures, and as they gain levels get resistance to electricity, better saves against poison, physical strength [added as applicable], getan extra creature on sumon monster spells, and eventually rest acid cold and fire and gain telepathy.
Class HP rolled
Level 1: Sorcerer 6