1 shot Sorcerer lvl6's page

No posts. Organized Play character for wuhan.


Full Name

1 shot Sorcerer lvl6

Race

halfling

Classes/Levels

sorcerer6, wildblooded Seaborn (Aquatic)

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 20

About 1 shot Sorcerer lvl6

+2dex+2chr-2str
Str 8, Dex 16 (5), Con 14 (5), Int 10, Wis 13 (3), Cha 20 (7)+1

Concentration: +13, (6+5+2)
speed:30, swim 30
init: +7
AC 23 , touch 16, flat-footed 20 (+4 armor, +1deflection, +3dex +1 size,+4 shield)
hp 44 (6 1st + 20 5lvls +12con+6favored class) (+2d8+3 aegis of recovry)
F/R/W
5/6/7 +2 vs fear, +2vs death effects, +2 vs ongoing effects

Feats:

Free* Eschew Materials
1st Improved Initiative
3rd Expanded Arcana
5th Extra Traits

1Magic is Life/Religion trait
1Freedom Fighter/Race
5Gited adept/Magic trait
5Quantium University Graduate/Regional

OFFENSE
+3bab, CMB 14
Speed 30 ft.
Melee cestus +3 (1d3-1)
Sorcerer Spells Known (CL 6th; concentration +11)

Waterblast 8/day: +7 ranged touch 30', = Prone + 5' push. Reflex DC18 negates.

Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

4/2/1
3rd (4/day)—Fireball DC 18 Area 20-ft.-radius spread
2nd (6/day)—Scorching Ray 2 rays 40', Glitterdust DC17 10' radius, Create pit DC 17 Reflex 30'deep 3d6falling DC25climb, +Slip stream
1st (7/day)—burning hands (DC 16), expeditious retreat, reduce person, shield, mage armor, feather fall, +hydraulic push 40' Bullrush(CMB +11)
0th (at will)—acid splash, detect magic, dancing lights, flare (DC 15), light, prestidigitation, read magic

Class Skills

6Escape artist13
6use magic device14
0perception1
0stealth7

Gifted adept/Magic Benefit: Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level. (scorching ray)

Magic is Life/Religion trait

Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death.

Benefit As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

Freedom Fighter/Race Trait: (Halfling)
You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.

Benefit: Choose one of the following skills: Escape Artist

You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Quantium University Graduate
Requirement(s) Nex
You graduated from one of Quantium’s justly famous arcane academies, and the rigorous program of study has honed your mind. You gain a +2 trait bonus on concentration checks when casting arcane spells.

Gear:
potion of cure light wounds (x3) 150
scroll of haste, fly, heroism
scroll of daylight, versatile weapon
scroll, comprehend languages, floating lantern, prot vs evil
scroll of unseen servant,
scroll of false life, protection from energy fire, cats grace
Scroll of dark vision

UMD:
scroll of feather step, longstrider, delay poison
scroll of swallow your fear, obscuring mist, bless
scroll of blessing of courage and life, barkskin

wand of magic missile CL5 50 charges (3750)
headband of alluring charisma +2 (4000)
page of spell knowledge Burning hands (1000)
page of spell knowledge Feather Fall (1000)
aegis of recovery (750)
Ring of protection+1 (2000)
ioun torch 75

non magic:
cestus, dagger, club
back pack
trail rations 4days
14gp

Seaborn

Your powers rise like the tides.

Associated Bloodline: Aquatic [APG].
Bloodline Arcana

When you are in a body of water large enough to float in, your effective caster level is increased by 1.

This ability replaces the Aquatic Bloodline Arcana.
Bloodline Powers

You prefer to attack with water rather than to leech it away.

Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

This bloodline power replaces dehydrating touch.

Class Skill: Swim.

Bonus Spells: hydraulic push* (3rd), slipstream*

Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Polyglot Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.