Angelo
Human Level 8 Sorcerer, Chaotic Good
STR 12 (+1)
DEX 16 (+3) (inc.
Gloves of Dexterity)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 20 (+5) (inc.
Cloak of Charisma)
Combat Stats:
Base Attack Bonus: +4
Melee: +5 [+4 BAB, +1 STR]
Ranged: +7 [+4 BAB, +3 DEX]
Hit Points: 40 [4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 (levels) + 8 (CON)]
Armor Class: 20 [10 + 3 (DEX) + 6 (
Mithral Shirt +2) + 1 (
Ring of Protection +1)]
Initiative: +2 (+2 DEX)
Movement Rate: 60 feet (30 feet base, doubled by
Boots of Striding and Springing)
Attacks per round:
1 Masterwork Light Crossbow (+8 to hit, 1d8 dmg)
or 1 Masterwork Shortspear (+6 to hit (melee) +8 to hit (thrown), 1d8+1 dmg)
or 1 Dagger (+5 to hit (melee) +7 to hit (thrown), 1d4+1 dmg)
Weapons and Armor:
Armor:
Mithral Shirt +2 (+6 AC, 10% Spell Failure Chance)
Weapons: Masterwork Light Crossbow (1d8 dmg, Crit 19-20/x2, Rng 80 ft)
Masterwork Shortspear (1d8+1 dmg, Crit x3, Rng 20 ft)
Dagger (1d4+1 dmg, Crit 19-20/x2, Rng 10 ft)
Saving Throws:
Fort: +3 [+2 base, +1 CON]
Ref: +4 [+2 base, +2 DEX]
Will: +7 [+6 base, +1 WIS]
Feats:
Simple Weapon Proficiency (Free for Sorcerer)
Spellcasting Prodigy (1st level feat)
Spell Penetration (Bonus human feat)
Empower Spell (3rd level feat)
Energy Substitution (Sonic) (Bonus 5th level metamagic feat)
Leadership (6th level feat)
Skills:
Bluff +16 (11 ranks, +5 CHA)
Concentration +22 (11 ranks, +1 CON, +10
Ring of Singlemindedness)
Diplomacy +16 (11 ranks, +5 CHA)
Gather Information +8 (3 ranks (cross-class), +5 CHA)
Knowledge (Arcana) +7 (5 ranks, +2 INT)
Spellcraft +13 (11 ranks, +2 INT)
Languages:
Celestial, Common, Draconic.
Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.
Spells:
Spells per day: 6/8/8/6/4
Spells Known: 8/5/3/2/1/0/0/0/0/0
DCs: 16/17/18/19/20
Arcane Spell Failure Chance: 10% (Mithral Shirt)
Cantrips: Detect Magic, Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending, Prestidigitation, Ray of Frost.
Level 1: Charm Person, Lesser Cold Orb, Magic Missile, Shield, True Strike.
Level 2: Invisibility, Melf's Acid Arrow, Resist Elements.
Level 3: Fireball, Haste.
Level 4: Electric Orb.
Equipment:
Bag of Holding (Type 1) (2500 gp)
- Bedroll
- 2 Noble's Outfits (150 gp)
- 100' Silk Rope
- Grappling Hook
- Dagger
- Tent
-
Everburning Torch (90 gp)
- 10 Masterwork crossbow bolts (70 gp)
- 10 Crossbow bolts
- 14 day's trail rations
- 2 waterskins
- 4
Infusions of Cure Light Wounds (200 gp)
- 2
Potions of Cure Moderate Wounds (600 gp)
-
Infusion of Cure Serious Wounds (750 gp)
- 1234 gp, 9 sp
Scroll Organizer
- 4
Scrolls of Magic Weapon (100 gp)
- 2
Scrolls of Greater Magic Weapon (750 gp)
-
Scroll of Polymorph Self (700 gp)
- 3
Scrolls of Fly (750 gp)
- 2
Scrolls of Filter (300 gp)
- 2
Scrolls of Expeditious Retreat (50 gp)
-
Scroll of Tongues (375 gp)
-
Scroll of Teleport (1125 gp)
Wearing / Carrying
- Explorer's Clothes
-
Mithral Shirt +2 (5100 gp)
- Masterwork light crossbow (335 gp)
- Masterwork shortspear (302 gp)
- Dagger
- 10 crossbow bolts
- Spell component pouch
-
Amulet of the Guardian Angel
-
Boots of Striding and Springing (6000 gp)
-
Cloak of Charisma +2 (4000 gp)
-
Gloves of Dexterity +2 (4000 gp)
-
Hat of Disguise (2000 gp)
-
Ring of Singlemindedness (+10 to Concentration checks) (2000 gp)
-
Ring of Protection +1 (2000 gp)
Total Weight Carried: 42.5 lb
Load: Light
Current XP:
Current: 28,000
Next Level: 36,000
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Cohort: M Human Bard 7; CR: 7; Size: M; Type: Humanoid (Human); HD: (7d6)+7; hp 37; Init: +2; Spd: Walk 30'; AC: 17 (flatfooted 15, touch 12), Attk: Rapier +1 +8 melee (1d6+2 dmg, Crit 18-20/x2); SA: Bardic knowledge (+8),Bardic music 7/day; AL: CG; Sv: Fort +4, Ref +8, Will +6; Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 16.
Skills: Concentration +6, Gather Information +13, Knowledge (Nobility and Royalty) +11, Move Silently +12, Perform +15, Sense Motive +5, Spellcraft +11;
Feats: Combat Reflexes, Dodge, Martial Weapon Proficiency (Rapier), Mobility, Weapon Finesse (Rapier)
Possessions: Rapier +1; Mithral Shirt +1; Cloak of Resistance +1; Wand of Cure Light Wounds; 3 Scrolls of Protection from Law; Scroll of Magic Circle Against Law; Potion of Cure Moderate Wounds; Potion of Expedious Retreat; Everburning Torch; Outfit (Entertainer's); Masterwork Lyre; Backpack; Draughts Set; Rope (Silk/50 Ft.); Grappling Hook; Flint and Steel.
Spells: (3/4/3/1) 0- Dancing Lights, Detect Magic, Flare, Ghost Sound, Prestidigitation, Resistance; 1- Cause Fear, Cure Light Wounds, Protection from Evil, Silent Image; 2- Cat's Grace, Cure Moderate Wounds, Hold Person, Suggestion; 3- Dispel Magic, Magic Circle against Evil.
------------------------
Familiar: Hawk; CR: ?; Size: T; Type: Animal; HD: 1/2 8d4+87; hp 20; Init: +3; Spd: 10 ft, Fly 60 ft (average); AC: 21 (flatfooted 18, touch 21), Attk: Claws +5 melee (1d4-2 dmg); SA: Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, Touch; AL: CG; Sv: Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6.
Skills: Listen +6, Spot +6.
Feats: Weapon Finesse (Claws).
------------------------
Amulet of the Guardian Angel: Summons a Movanic Deva (75 hp) for 1 round/level + Cha mod (need not be continuous). This takes standard action. The Deva cannot stray more than 100 ft. away from you and is obligated to follow your orders similarly as if called by Planar Binding, although it cannot harm you (and most likely will follow your orders). Its hit points are only recovered via magical healing or upon dawn the next day, when it is restored to full hit points.
------------------------
Auto Combat:
- Magic Missile it

- If it's big, empowered Magic Missile.
- If I'm running low on magic, or it doesn't look too dangerous, use my crossbow instead.
- If it's really big, summon the deva and hide behind it...
- If I drop below 10 hit points, I turn cast invisibility on my self, summon the deva to heal me, and flee.
General Auto Options:
- Examine any interesting looking carvings.
- Find something alcoholic to drink.
- Try to stay out of the way of anything dangerous looking.