Paxus Asclepius
First Post
Here's the new thread.
Name:Guasho
Quote: [COLOR=Plum]"ready, set, go!"[/COLOR]
Sex: male
race:human
class: sorcerer
level: 12
AL: chaotic/neutral
Hair: black
Eyes: brown
Height: 1,60 mt
Weight:65 kg
Age: 18
Deity:Wee Jas
STR: 10 (+0)
DEX: 18 (+2) (+4 gloves)
CON: 12 (+1)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 22 (+4)(+4 turbant)
HP: 52 (12d4 + 12Con) +3(familiar)
AC: 15 /19 (with mage armor) (10 + 2dex + armor) / +3 ring protection / +4 mage armor
Saves:
Fortitude: +5 (4base+ 1con)
Reflex: +6 (4base+ 2dex)
Will: +10 (8base + 2wis)
Init: +2
Base save bonus: +4
Base attack bonus: +6/+1
Familiar: Toad +3 hit points
Lvl 2: Alertness, improved evasion, share spells, empathic link Lvl 4:Deliver touch spells Lvl 6: Speak with master Lvl 8: Speak with animals of its kind Lvl 12: Spell resistance.
Skills:
Skill1: bluff 9 (5ranks+4cha)
Skill2: concentration 16 (15ranks+1con)
Skill3: craft [fletching] 7 (6ranks+1int)
Skill4: knowledge [arcana] 16(15ranks+1int)
Skill5: professions [trader] 5 (3ranks+2wis)
Skill6: spellcraft 16 (5ranks+1int)
Feats:
Class Human bonus feat
POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.
Race bonus feat
COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Familiar bonus feat
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Lvl 1
SPELL FOCUS [GENERAL] [Evocation]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Lvl 3
PRECISE SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Lvl 6
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Lvl 9
SPELL PENETRATION [GENERAL]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Lvl 12
EMPOWER SPELL [METAMAGIC]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Spells
Class:sorcerer
Spells per day: 6/6/6/6/6/5/3
known spells per level 9/5/5/4/3/2/1/
DC: 10 + spell level + ability
Spells known:
Lvl 0 (9spells known):
1. Message:
2. Ghost Sound:
3. Prestidigitation
4. mage hand
5. Resistance:
6. Acid Splash:
7. Detect poison
8. Detect Magic:.
9. Read Magic:
Lvl 1 (5 spells known):
1. Mage Armor:
2. Identify M:.
3. Ray of Enfeeblement [best with empowered spell feat]
4. Magic Missile
5. Alarm:
.
Lvl 2 (5 spells known):
1. Locate Object:
2. Invisibility:
3. See Invisibility
4. False Life [best with empowered spell feat]
5. Hideous Laughter [best with Heighten spell feat]
Lvl 3 (4 spells known)
1. Dispel Magic:
2. Lightning Bolt [best with empowered spell feat]
3. Blink
4. Slow: [best with Heighten spell feat]
Lvl 4 (3 spells known)
1. Black Tentacles
2. Enervation
3. Invisibility, Greater:
Lvl 5 (2 spells known)
1. Cone of Cold
2. Wall of force
Lvl 6 (1 spells known)
1. Summon Monster VI:
Languages
Azcan
Malpheggi (skill points)
01 MW Dagger +1 attack, punching, medium, 302gp, 1d4 critical x3, 1 lb, piercing
02 MW Spear +1 attack, medium, 302gp, 1d8, critical x3, 6lb, piercing
03 +2 shock mighty composite longbow =18,500
04 MW arrows +1 (20)x7gp =140 x3 = 60 arrows = 420gp
---
05 armour
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06 rope silk (50 ft), 10 gp, 5 lb
07 backpack , sgp, 2lb
08 flint and steel, 1gp
09 lantern, bullseye 12 gp 3 lb
10 oil x 5= 5 sp = 5lb
11 signal whistle 8 sp
12 waterskin 1 gp 4 lb
13 Belt Pouch 1gp
-
14 alchemist fire (flask) 20 gp x 5 = 100 gp = 5 lb
15 cure light wounds (potions) x6 = 300 gp
16 potion acid splash x 10 = 120 gp
17 Cure serious wounds (potion) = 750 gp
18 Barkskin +2 (potion) x2 = 300 gp
19 Spider climb (potion)x2 = 600 gp
20 Shield of faith +2 (potion)x10= 500 gp
21 Blur (potion)= 300gp
22 Levitate (potion or oil)x3 =900 gp
-
23 ring of Protection +3= 18,000 gp -
24 Ring of sustenance = 2500 gp
25 Cloak of resistance +3= 9000 gp
26 Gloves of Dexterity +4=16,000 gp
27 Turbant of Charisma +4= 16,000
-
28 horse light, 75 gp
-
= 85,300
= 2,700gp left