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About My PFS Lavode De'MorcaineBasics:
Lavode de'Morcaine Sorcerer of the Celestial bloodline level 2 Alignment: Chaotic Good Worship: Desna (but not particularly devout) Faction: Andoran Race: Half-Elf Str: 8, Dex: 12, Con: 14, Int: 12, Wis: 10, Cha 19 Languages: Common, Elf, Draconic Defense:
AC 11, touch 11, flat footed 10 HP: 14 (6+2 and 4+2) Fort: +2 (base +0, con +2) Refl: +1 (base +0, dex +1) Will: +3 (base +3, wis +0) Offense:
BAB: +1, Melee: +0, Missile: +2, Initiative: +1, Speed: 30' lt xbow: atk +2, dam d8, crit 19-20/x2 morning star: atk +0, dam d8-1, crit 20/x2 dagger: atk +0, dam d4-1, crit 19-20/x2 Race, Class, Traits, & Feats:
Half-Elf: +2 to one ability score (charisma) Half-Elf: low light vision Half-Elf: free skill focus feat Half-Elf: Elf blood Half-Elf: Elf immunities, immune to sleep and +2 save vs. enchantment Half-Elf: keen senses, +2 to perception checks Half-Elf: arcane training, +1 caster level for spell completion or trigger items (from ARG) Trait: andoran indomitable (+1 save vs. enchantment) Trait: focused mind (+2 concentration checks) Sorcerer: eschew materials Celestial: arcana, summons have DR (1/2Lv) / Evil Celestial: power, heavenly fire (sp) 3+(cha mod) each day, 30' range touch touch attack d4+(1/2Lv) damages evil and heals good, can only heal a given individual once each day feat: skill focus, know(dung) +3 (free as half-elf) feat: spell focus, conjuration DC +1 Skills:
favored class bonus to skills
+1 = acrobatics (ranks 0, dex +1, acp 0) +5 = appraise (ranks 1, int +1, class +3) +8 = bluff (ranks 1, cha +4, class +3) -1 = climb (ranks 0, str -1, acp 0) +1 = craft (ranks 0, int +1) +4 = diplomacy (ranks 0, cha +4) +4 = disguise (ranks 0, cha +4) +1 = escape artist (ranks 0, dex +1) +1 = fly (ranks 0, dex +1, acp 0, class 0) +4 = heal (ranks 1, wis +0, class +3) +8 = intimidate (ranks 1, cha +4, class +3) +5 = know arcana (ranks 1, int +1, class +3) +8 = know dung (ranks 1, int +1, class +3, sf+3) +2 = perception (ranks 0, wis +0, elf +2) +4 = perform (ranks 0, cha +4) +1 = ride (ranks 0, dex +1, acp 0) +0 = sense motive (ranks 0, wis +0) +5 = spellcraft (ranks 1, int +1, class +3) +1 = stealth (ranks 0, dex +1, acp 0) +0 = survival (ranks 0, wis +0) 0 = swim (ranks 0, str 0, acp 0) +8 = use magic device (ranks 1, cha +4, class +3) Spells:
Lv 0: inf each day, DC 14 Acid Splash, Detect Magic, Dancing Lights, Ghost Sound, and Prestidigitation Lv 1: 4 each day, DC 15 Grease (DC 16) and Mage Armor Equipment:
light crossbow
bolts x10 bolts, silvered x2 morning star dagger Po: Cure Light Wounds Vial: Alchemist's Fire Wand: Cure Light Wounds (ch 40) Scroll: Levitate Scroll: Burning Hands Scroll: Color Spray backpack candle x2 chalk x4 inkpen parchment x2 vial of ink sewing needle signal whistle rations, trail x2 waterskin spell component pouch Plans:
6: spell mon sum 3, detect poison or spark, switch mon sum 2 for mirror image 7: improved spell focus conjuration, bloodline extend spell, bonus spell magic circle against evil, spell fly, detect thoughts, silent image or obscuring mist 8: spell mon sum 4, read magic, switch mon sum 3 for rain of frogs 9: bouncing spell OR persistent spell, bonus spell remove curse, spell 4,3,2 10: spell 5,0 11: improved eldritch heritage, rock seer (gives tremorsense and x-ray), bonus spell flame strike, spell 5,4,3,2 12: spell 6 Scenarios:
Scenario: The Cyphermage Dilemma (played up and failed) Potion of Cure Moderate Wounds (300 gps) +2 Studded Leather (4175 gps) Potion of Cure Serious Wounds (750 gps) Potion of Invisibility (300 gps) Scenario: #3-05, Tide of Twilight
Scenario: #49 Among the Dead
Scenario: #06, Black Waters
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