Thief

Antal Firebug's page

121 posts. Alias of Buckshot Bob.


Full Name

Antal Firebug

Race

Half Elf

Classes/Levels

Sorcerer level 1

Gender

M

Size

M

Age

38

Alignment

CN

Deity

Besmera

Languages

Aquan, Common, Elven

Strength 10
Dexterity 15
Constitution 11
Intelligence 12
Wisdom 12
Charisma 18

About Antal Firebug

'APPEARANCE':

He has shoulder length light brown hair tied back with a ribbon that was once his mothers.
Deep Blue eyes a small scar near his right eye that he got in a fight as a kid.

RACIAL BENEFITS:

"-- HALF-ELVEN RACIAL TRAITS --
• Cha: +2
• TYPE: Humanoid (Half-elf)
• SIZE: Medium
• ELVEN BLOOD: Half-elves count as elves for any effect related to race.
• HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
• HUMAN BLOOD: Half-elves count as Human for any effect related to race.
• LANGUAGES: Half-elf begin play speaking Common and Elven.
• WATER CHILD: Half-elves with this racial trait gain a +4 racial bonus on
Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus
language.
• CHILD OF THE SEA: Shore born gain a +4 racial bonus on Swim checks as well as
on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an
innate sense of direction and can never get lost at sea.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

CLASS BENEFITS:

-- CLASS ABILITIES --
• FAVORED CLASS (Sorcerer) : You've gain the following bonuses: Skill Point).
• BLOODLINE: You get your powers from your Elemental (Water [Cold]) bloodline.
(PFCR 71).
• BLOODLINE ARCANA: Whenever you cast a spell that deals energy damage, you
can change the type of damage to match the type of your bloodline. This also changes
the spell's type to match the type of your bloodline. (PFCR 74-75)
• BLOODLINE POWERS: You get the following powers from your Elemental bloodline
at this level:
- Elemental Ray: Elemental ray deals 1d6+0 Cold damage as a ranged touch attack
within 30 ft Standard action. 8 times/day. (PFCR 76).
• ESCHEW MATERIALS: The sorcerer gains Eschew Materials as a bonus feat. (PFCR 71).
• SORCERER CANTRIPS: The sorcerer can cast known 0-level spells at will. (PFCR 71).
• SORCERER SPELLS: The sorcerer chooses spells from the sorcerer/wizard
list according to the progression in [PFCR 72]. (PFCR 70-71).
• SORCERER WEAPONS AND ARMOR: All simple weapons. Armor and shields
may interfere with casting, requiring a Arcane Spell Failure roll (PFCR 83). (PFCR
70).

TRAITS / FEATS:

• POVERTY-STRICKEN (Social): You gain a +1 bonus to Survival checks, and
Survival is always a class skill for you. (PFAPG 330)
• TOUCHED BY THE SEA (Campaign: Skull and Shackles): You've always felt the
call of the sea and your blood surges with the ebb and f low of the tides. You gain a
+1 trait bonus on Swim checks and Swim is a class skill for you. In addition,
penalties on attack rolls made underwater are lessened by 1. (PFAP: SkSh PG 7)

-- GENERAL FEATS --
• ESCHEW MATERIALS: You can cast any spell that has a material component costing 1
gp or less without needing that component. (The casting of the spell still provokes
attacks of opportunity as normal.) If the spell requires a material component that
costs more than 1 gp, you must have the material component at hand to cast the spell,
just as normal. (PFCR 123)

-- COMBAT FEATS --
Combat Casting — +4 bonus on concentration checks for defensive casting. (PFCR 119)

COMBAT STATS:

ABILITY NAME ABILITY SCORE ABILITY MODIFIER

STRENGTH (STR) 10 +0

DEXTERITY (DEX) 15 +2

CONSTITUTION (CON) 11 +0

INTELLIGENCE (INT) 12 +1

WISDOM (WIS) 12 +1

CHARISMA (CHA) 18 +4

TOTAL

HP 6

AC 12

TOUCH 12

FLAT 10

INIT +2

BAB +0
SAVING THROWS TOTAL BASE SAVE ABILITY MODIFIER MISC. BONUS

FORTITUDE +0 = +0 + +0 + +0

CONSTITUTION

REFLEX +2 = +0 + +2 + +0

DEXTERITY

WILL +3 = +2 + +1 + +0

WISDOM

TOTAL BAB STR MOD SIZE MOD MISC. MOD

CMB 0 = +0 + +0 + +0 + +0

COMBAT MANEUVER BONUS

CMD 13 = +0 + +2 + +0 + +11

COMBAT MANEUVER DEFENSE


SPELLS:

• BLOODLINE POWERS: You get the following powers from your Elemental bloodline
at this level:
- Elemental Ray: Elemental ray deals 1d6+0 Cold damage as a ranged touch attack
within 30 ft Standard action. 8 times/day. (PFCR 76).

Cantrips (At-Will)
Mending: Makes minor repairs on an object.
Acid Splash: Orb deals 1d3 acid damage.
Light: Object shines like a torch
Read Magic: Read scrolls and spellbooks.

1st Level (4 Times per day)-4
Endure Elements: Exist comfortably in hot or cold regions.
Mage Armor: Gives subject +4 armor bonus for 1 hour per Sorcerer level.

SKILLS:

SKILL NAME KEY ABILITY SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS

Acrobatics Dex*¹ +2 = 2 + 0 + 0

T Appraise Int¹ +1 = 1 + 0 + 0

T Bluff Cha¹ +4 = 4 + 0 + 0

Climb Str*¹ +0 = 0 + 0 + 0

T Craft (alchemy) Int¹ +1 = 1 + 0 + 0

Diplomacy Cha¹ +4 = 4 + 0 + 0

Disguise Cha¹ +4 = 4 + 0 + 0

Escape Artist Dex*¹ +2 = 2 + 0 + 0

Heal Wis¹ +1 = 1 + 0 + 0

T Intimidate Cha¹ +4 = 4 + 0 + 0

T Knowledge (arcana) Int +5 = 1 + 1 + 3

Perception Wis¹ +1 = 1 + 0 + 0

Perform (act) Cha¹ +4 = 4 + 0 + 0

T Profession (sailor) Wis +9 = 1 + 1 + 7

Ride Dex*¹ +2 = 2 + 0 + 0

Sense Motive Wis¹ +1 = 1 + 0 + 0

T Spellcraft Int +5 = 1 + 1 + 3

Stealth Dex*¹ +2 = 2 + 0 + 0

T Survival Wis¹ +6 = 1 + 1 + 4

T Swim Str*¹ +12 = 0 + 1 + 11

T Use Magic Device Cha +8 = 4 + 1 + 3

EQUIPMENT:

Sorcerer’s kit 8 gp
Shortspear 1 gp
Crossbow, light 35 gp
Bolts, crossbow (10) 1 gp
Dagger 2 gp
(x3)Pouch, belt (empty) 3 gp
Antitoxin (vial) 50 gp
(x5)Sunrod 10 gp

PP
GP 10
EP
SP
CP

BACKSTORY:

Antal’s family was a sea going merchant family. At a young age he learned how to swim. He would swim every chance he got. His mother would tease him by saying that he was part fish due to how well he was able to swim. He also learned how to live off the sea and how to run a ship. Those were great times for Antal. As he grew up he work on many ships, mostly small costal tramp traders that plied the coastlines.
When his powers started to manifest there was an accident onboard the ship. Antal was forced to leave. He slowly gained control of his arcane powers, but no self-respecting captian would hire him. He went from port to port and ended up at Port Peril. So, with only a few coins left to his name he going into a bar to drink his sorrows away.