| Full Name |
Arioch |
| Race |
Alzanti |
| Classes/Levels |
Sorceror 3 |
| Gender |
Male |
| Size |
Medium |
| Special Abilities |
Elemental Ray, see description |
| Alignment |
Chaotic Good |
| Languages |
Common, Sign Language |
| Occupation |
Sailor |
| Strength |
14 |
| Dexterity |
14 |
| Constitution |
15 |
| Intelligence |
12 |
| Wisdom |
13 |
| Charisma |
14 |
About Arioch the Gillman
Male Azlanti sorcerer 3
CG medium humanoid (Alzanti)
Init +2; Senses Perception +1,
Languages Common, Azlanti, Sign
AC 13, touch 12, flat-footed 11
hp 24 (3 HD)
Fort +3, Ref +3, Will +4
Speed 30 ft. (6 squares), Swim 30ft.(6 squares)
Melee dagger +3 (1d4+2/19-20)
Ranged dagger (thrown) +3 (1d4+2/19-20)
Melee scimitar +3 (1d6+1/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +1; Combat Maneuver Bonus +3
Special Actions Elemental Ray
Known Sorcerer Spells (CL 3rd):
0th - detect magic , light , mending (DC 12) , prestidigitation (DC 12) , read magic (DC )
1st - burning hands (DC 13) , endure elements (DC 13) , grease (DC 13) , shocking grasp , burning hands (cold) (DC 13)
Abilities Str 14, Dex 14, Con 15, Int 12, Wis 13, Cha 14
Special Qualities Cantrips, Elemental Bloodline (Water), Elemental Resistance, Skilled, Weapon Training,
.
Feats Acrobatic, Combat Casting, Eschew Materials, Martial Weapon Proficiency (Scimitar), Simple Weapon Proficiency, Spell Penetration
Skills Acrobatics +4, Acrobatics (Jump) +4, Appraise +1, Appraise (Identify Magic Item) +1, Bluff +6, Climb +2, Craft (Alchemy) +1, Craft (Armorsmithing) +1, Craft (Blacksmithing) +1, Craft (Carpentry) +1, Craft (Leatherworking) +1, Craft (Painting) +1, Craft (Pottery) +1, Craft (Sculpting) +1, Craft (Shipmaking) +1, Craft (Stonemasonry) +1, Craft (Trapmaking) +1, Craft (Untrained) +1, Craft (Weaponsmithing) +1, Craft (Woodworking) +1, Diplomacy +2, Disable Device +2, Disguise +2, Escape Artist +2, Fly +4, Handle Animal +2, Heal +1, Intimidate +2, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +1, Knowledge (Engineering) +1, Knowledge (Geography) +1, Knowledge (History) +1, Knowledge (Local) +1, Knowledge (Nature) +1, Knowledge (Nobility) +1, Knowledge (Planes) +1, Knowledge (Religion) +1, Linguistics +1, Perception +1, Perception (Notice unusual stonework) +1, Perception (Sight) +1, Perception (Smell) +1, Perception (Sound) +1, Perception (Taste) +1, Perception (Touch) +1, Perform (Act) +2, Perform (Comedy) +2, Perform (Dance) +2, Perform (Keyboard Instruments) +2, Perform (Oratory) +2, Perform (Percussion Instruments) +2, Perform (Sing) +2, Perform (String Instruments) +2, Perform (Untrained) +2, Perform (Wind Instruments) +2, Profession (Bartender) +1, Profession (Cook) +1, Profession (Sailor) +6, Ride +2, Sense Motive +2, Sleight of Hand +2, Spellcraft +6, Spellcraft (Cast defensively) +10, Stealth +4, Survival +1, Survival (Follow or identify tracks) +1, Swim +12, Swim (Avoid taking nonlethal fatigue damage) +10, Use Magic Device +2,
He can always take 10 on a swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Possessions bracers of armor +1; cloak (dragonhide); dagger; dagger; explorer's outfit; scimitar; signal whistle; signet ring; thunderstone; Backpack [ Artisan's Tools (Shipmaking); Thieves' Tools; Sunrod (x2); Smokestick (x2); Salt (per lb.); Rations (Trail/Per Day) (x10); Sack; Flint and Steel; Manacles (Medium); Mirror (Small/Steel); Whetstone; Waterskin (Filled); Tobacco (per lb.) (x4); Tindertwig; Thunderstone (x3); ]; Sack ; Sack [ Silver Pearl; Black Pearl; Potion of Spider Climb (x2); White Pearl; Potion of Cure Light Wounds (x2)]
Cantrips (Sp) Sorcerers know a number of cantrips. They can cast these spells at will as a spell-like ability.
Elemental Bloodline (Water) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Elemental Ray (Su) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+1 cold damage.
Elemental Resistance (Ex) You gain Cold Resistance 10
Skilled (Ex) Gain an additional skill rank at first level and one additional rank whenever they gain a level
Weapon Training (Ex) Proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed
Amphibious (Ex) Gillmen can breathe both air and water
Sleek Swimmer (Ex) Gillmen gain a Swim speed of 30
Water Dependent (Ex) A gillman's body requires constant submersion in fresh or salt water. Any gillman who spends more than a full day without fully submerging himself in water risks internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Background: