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Valeros

Vulcan Stormwrath's page

589 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Human

Classes/Levels

Sorceror (Stormborn) 11

Gender

Male

Size

Medium

Age

22

Alignment

Neutral

About Vulcan Stormwrath

Max HP:67 Current HP: 67
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 12 (+1) CHA 20 (+5)

Defense
Bracers of armor +3

AC: 16 (20 Shield) Currently 23
Touch: 13 (17 Shield)
Flat footed: 13 (17 shield)
CMD: +13
Electricity res: 5 Sonic res:5
Special: Treat all wind effects as 2 steps lower.
Blindsense 60' Fog, mist, weather

Active effects

Spoiler:

Speed: 30

Offense

BAB:+5 CMB: +0

Combat:
Melee: Quarterstaff +5 Damage 1d6/1d6 (+1d6 electricity, Thunderstaff)
Ranged: Spell +7 (+9 Shocking grasp if wearing metal)
Daggers +5 / +7 ranged Damage 1d4
Wand of magic missile 1d4 22 charges

Initiative +2

Fort: +5 Reflex: +5 Will: +9

Special Abilities

Spoiler:

Cantrips
Spellcasting
Bloodline (Stormborn)
Bloodline Arcana (Whenever you cast a spell with the
electricity or sonic descriptor, increase the save DC by 1.)

Thunderstaff (Sp): 7/day At 1st level, you can touch a weapon as a
standard action, giving it the shock property for a number
of rounds equal to 1/2 your sorcerer level (minimum 1).
At 9th level, you can confer the shocking burst property
instead, but the duration of the power is halved. You can
use this ability a number of times per day equal to 3 + your
Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) 22 halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.

Bonus Spells: shocking grasp (3rd), gust of wind (5th),
lightning bolt (7th), shout (9th), overland flight (11th)
, chain
lightning (13th), control weather (15th), whirlwind (17th), storm
of vengeance (19th).

Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far
Shot, Great Fortitude, Point Blank Shot, Skill Focus (Fly),
Wind Stance.

Languages: Common, Draconic

Skills: 2+Int mod+1human+1sorceror

Spoiler:

Acrobatics +2
Climb +0
Craft+
Fly +10
Intimidate+10
Jump +
Handle Animal +4
Knowledge Arcana +12
Knowledge History+4
Knowledge Nature+9
Perception +
Sense motive +
Ride +
Spellcraft+13
Stealth +3
Swim +4
UMD+9

Feats:

Spoiler:

Eschew Materials(bonus), Elemental Focus (Electricity), Expanded Arcana (Hydraulic push), Minor Spell-like ability (Shocking Grasp 2/day), Spell Focus (Evocation), Selective spell, Greater Elemental focus (Electricity), Sorcerous Bloodstrike

Racial

Spoiler:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic)

Spells: (CL 11)

Spoiler:

Cantrips:(9 known)
Detect Magic, Read Magic, Dancing Lights, Spark, Ray of Frost, Breeze, Drench, Jolt, Dancing Lights

1st (6 known/ 6 per day)
Shield, Magic Missile, Ear piercing scream (DC 18), Shocking Grasp*, Feather Fall, Alter Winds, Air bubble

2nd (4 Known/ 6 per day)
Scorching ray (2 rays, 4d6), Gust of Wind*, Frigid Touch (4d6), Defensive Shock (6d6/6d4/6d3/6d2/6), Fog cloud, Resist Energy

3rd(4 Known/ 5 per day)
Hydraulic Torrent (Bullrush all IN 60' line CMB +10), Fly, Lightning Bolt (DC 22, 7d6) *, Aqueous orb (2d6 nl DC 21 Reflex save), Vengeful comets (2 comets, 1d6 bl 3d6 cold)

4th (3 Known *+1 /3per day)
Ice Storm (5d6), Shout [DC 21](5d6, deaf for 2d6 rounds),Ball lightning* (3d6)[DC 23], Protection from Energy Communal

5th (2 known *+1/ 3per day)
Cone of Cold (10d6) [DC 22], Overland flight, Fickle winds.

Capacity:

Spoiler:

Light:50 lbs
Medium: 100 lbs
Heavy: 130 lbs

Equipment

Spoiler:

Backpack
Bedroll
Waterskin
Belt pouch
1 lb Soap
10 day's rations
Explorer's outfit
Whetstone
Flint & steel
3 Fish hooks

Cloak of Resistance +1

Potion Belt:

1 potion Touch of the Sea

Scroll of Scorching Ray
Scroll Lightning Bolt

Rod of Lesser Empower

Necklace of Firebals 2 5d6 1 3d6

Personality

Spoiler:

Description

Spoiler:

Tall rugged and with a definite sense of untamed wildness, Vulcan is memorable to say the least. His very presence is like the roiling sky of a brewing storm, noticeable, powerful and somewhat ominous.

His energy is continuous, his temper a thing to behold, carrying the fury of a storm, full of devastating intensity.

Wealth

Spoiler:

5pp 5102gp 44sp 190cp
300gp worth gems

XP

Spoiler:

104875
Hero points 13



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