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Full Name

Anuqa Amaruq

Race

Human

Classes/Levels

Sorcerer 6 {AC 13 [17 with mage armor]), Perception +9, HP 23/27}

Gender

Male

Size

M

Age

27

Languages

Common, Skald

Strength 14
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 12
Charisma 18

About Anuqa Amaruq

Anuqa Amaruq
Human Sorcerer 6
NG Medium Humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 deflection)
hp 32 (5d6+5)
Fort +3, Ref +3, Will +6; +1 trait bonus vs. cold damage
Resist cold 5
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Offense
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Speed 30 ft.
Melee +1 Silver Morningstar +6 (1d8+4/x2) or
Dagger +5 (1d4+2/19-20/x2)
Ranged Light crossbow +4 (1d8/19-20/x2)
Special Attacks claws (7 rounds/day)
Sorcerer Spells Known (CL 6):
3 (3/day) Hold Person
2 (5/day) Elemental Touch, Frigid Touch, Resist Energy
1 (7/day) Magic Missile, Protection from Evil, Shocking Grasp, Expeditious Retreat, Mage Armor
0 (at will) Resistance, Disrupt Undead, Ray of Frost, Read Magic, Detect Magic, Jolt
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Statistics
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Str 14, Dex 12, Con 12, Int 10, Wis 12, Cha 18
Base Atk +3; CMB +5; CMD 17
Feats Arcane Strike, Combat Casting, Elemental Focus (Cold), Eschew Materials, Greater Elemental Focus (Cold)
Traits Gifted Adept (Magic Missile), Ice Walker (Kellid)
Skills Bluff +10, Intimidate +13, Knowledge (arcana) +6, Perception +9, Spellcraft +9
Languages Common, Skald
SQ bloodlines (draconic [silver dragon [cold]])
Combat Gear Potion of cure moderate wounds (2), Wand of burning hands; Other Gear +1 Silver Morningstar, Dagger, Light crossbow, Amulet of mighty fists +1, Ring of protection +1, 215 GP
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Draconic (Silver Dragon [Cold]) +1 damage per die for [Cold] spells.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice