Full Name |
Alric Aldhelm |
Race |
Half Elf |
Classes/Levels |
Fighter 1/Sorceror 4/Dragon Disciple 2 |
Gender |
Male |
About Alric
Alric lived the life of a mercenary from a young age, and worked with the Feather and Fang Guild after his Father died, and his inheritance was lost to Royal Taxes. His arcane power manifested itself in a tavern brawl, causing him to douse a thug in conjured acid. Since that day, Alric has honed his power both in spell and blade, preparing for the end of days. He is convinced that it is his destiny to fight in the last battle of the world, upon the last day.
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Half-Elf Black Draconic Sorcerer 4, Fighter 1, Dragon Disciple 2
CN Medium humanoid (Human, Elf)
Init +4; Senses low- light vision, Darkvision 60 ft. Perception +5
Defense
AC 19, touch 13, flat-footed 17 (+2 Dex, +1 Deflection, +2 Natural, +4 Armor)
Resist: Acid 5
HP 67 (1d10+4d6+2d12+28)
Fort +6, Ref +4, Will +4
Offense
Speed 30 ft.
Melee +1 Falcata +9 (1d8+4/19-20 x3)
mwk Blade Boot +9 (1d4+4) (see TWF)
Ranged mwk Chakram +7 (1d8+4)
Special Abilities:
6/day-Claws primary +8 (1d4+4)
secondary +3 (1d4+2)
Sorcerer Spells Known (CL:7 Concentration +10)
2nd (5/day) ̶ Acid Arrow, Resist Energy, Minor Image
1st (7/day) ̶ Mage Armor-c, Vanish, Magic Missile, Corrosive Touch (UM), Protection from Evil
0 (at will) ̶ Acid Splash, Read Magic, Message, Mage Hand, Detect Magic, Prestidigitation
Statistics
Str 16 (18), Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +4; CMB +8; CMD 20
Feats Toughness, Arcane Strike (+2), Nimble Moves, Quick Draw, Deepsight, Blind Fight, Exile's Path
Skills Climb +7, Intimidate +7, Knowledge(arcana) +8, Knowledge (local) +4, Linguistics +1, Perception +5, Perform(wind) +4, Ride +6, Spellcraft +4, Swim +7, Use Magic Device +7; Racial Bonus +2 Perception
Languages Common, Elven, Draconic
Traits: Magical Knack, Elven Reflexes
SQ: Ancestral Arms (Falcata), Elf Blood, Dragon Bite, Favored classes: Sorcerer, Fighter
Combat Gear: +1 Falcata, Ring of protection +1, Mwk Chakram x3, mwk Blade Boot (325g), Dagger (cold iron), dagger x5, composite longbows (+1 and +2), Strength Belt +2, Alchemist Fire x3, Acid flask x3
Scroll Case 1: empty
Scroll Case 2: empty
Potions: Cure Light Wounds, invisibility x2, endure elements
Wands: wand of cure light wounds (CL 1st, 20 charges), Cure Mod, 40-something charges
Other Gear:Cleats (attach to boots for use), Reinforced Scarf (Worn as a belt), Twine (50ft), Waterproof Bag, Wrist sheath x2, Weapon Cord x3, Iron vial (10- 4 in use), Blanket, vermin repellent x2, Belt pouch x4, mwk backpack, 100 ft silk rope, Hammer, Rations (10 days), Chalk x5, Waterskin x2, earplugs x2, periscope, lesser rod of extend spell
Cash on Hand: 105 gp 38 sp 6 cp
Tracking:
67/67 HP
6/6 Claws
4/4 2nd Lv.
6/7 1st Lv.