Male Halfling Arcane Blooded Sorcerer 5 / Evoker 1 | HP 35/35 | AC20 T16 FF16 (+4 to all w/ shield spell) | F+4 R+7 W+9 | CMD15 | Init+4 Percep+9, lowlight vision | Current effects: mage armor
Classes/Levels
Spells per day:
1st-8/8 2nd-5/5
Wizard Spells:
1st-2/2
Size
M
Age
25
Alignment
N-G
Languages
Halfling, Draconic, Goblin
Occupation
Sorcerer
Strength
8
Dexterity
18
Constitution
13
Intelligence
13
Wisdom
12
Charisma
20
About Baub the Great
Baub the Great
-----------------------
Male Halfling Arcane Blooded Sorcerer 5 / Wizard (Admixture School) 1
Age 25; Descriptive Trait (Blue Eyes, Red Hair, 3'0", 32 lbs)
NG Medium Humanoid (Halfling)
Init +4; Senses Lowlight vision; Perception +9
Defense:
AC 20 (+4 mage armor, +4 Dex, +1 size, +1 Def), TAC 16, FF 16
HP 35 (26 level, 6 con, 3 FCB); DR -; SR -
Fort +4 (1 class 1 Con 1 race 1 magic)
Ref +7 (1 class 4 Dex 1 race 1 magic)
Will +9 (6 class 1 Wis 1 race 1 magic)
Offense:
Speed 30
Melee: Dagger +3 (1d4/19 x2) or by spell
Ranged: by spell; ranged touch +8
Statistics:
Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 13 (+1), Wis 12 (+1), Cha 20* (+5)
Base Atk 3; CMB +1; CMD 15
*magic item boost
Initial Stats
Base Str 10 Dex 15 Con 13 Int 13 Wis 12 Cha 16
Cost 0 7 3 3 2 10
Race -2 +2 +2
Level +1
Final Str 8 Dex 18 Con 13 Int 13 Wis 12 Cha 18
Traits:
Magical Lineage: Pick one spell (snowball) when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Observant: Perception is a class skill and gain a +1 trait bonus.
Racial Features:
>Ability scores: +2 Dex, +2 Cha, -2 Str
>Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
>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.
>Fey thoughts: Diplomacy, and Escape Artist. The selected skills are always class skills for the character. This trait replaces fearless.
>Halfling luck: Halflings receive a +1 racial bonus on all saving throws.
>Weapon familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
>Keen senses: +2 Perception
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane bloodline: 3 identify 5 invisibility, 7 dispel magic, 9 dimension door, 11 overland flight, 13 true seeing
Class skill: Knowledge (Planes)
Bonus feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Powers:
1st (mutation) Blood Havoc
3rd Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. 3x per day
15th School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel)
Heward's Handy Haversack (2000) (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, ioun torch(75), string 50', sewing kit, water skin)
Headband of Charisma +2 (4000)
Cloak of resistance +1 (1000)
Ring of Protection +1 (2000)
Campfire bead (360)
Current Load 8.25 lbs (light up to 38 lbs)
Wealth
189 pp 8 gp 4 sp 2 cp
Sorcerer Spells:
Cantrips (6)
1 Ray of frost +1 DC
2 Read Magic
3 Detect Magic
4 Mage Hand
5 Spark
6 Prestidigitation
1st (6 per day + 2)
1 Mage Armor
2 Shield
3 Snowball (evocation version)
4 Magic Missile
BL Identify
2nd (4 per day +1)
1 Glitter dust
2 Scorching Ray
BL Invisibility
Next: Resist energy, create pit, summon swarm, see invisibility, touch of idiocy, mirror image, cat's grace, scare, boneshaker, spectral hand, flaming sphere
FUTURE
3rd (6 per day +1)
1 Haste
2 Vampiric Touch +2 DC
3 Spiked pit
BL Dispel Magic
Next: magic circle against evil, resist energy communal, spiked pit, swarm of fangs, displacement, invisibility sphere, ray of exhaustion
4th (6 per day +1)
1 Bestow Curse +2 DC
2 Invisibility Greater
3 Enervation: no save; 1d4 negative levels;
BL Dimension Door
Next: stone skin, black tentacles, phantom steed communal, detonate, fire shield, flaming sphere greater, bone shatter, enervation
5th (6 per day +1)
1 Stoneskin communal
2 Cone of cold +1 DC
BL Overland Flight
Next: stoneskin communal, acid spray, feeblemind, hold monster, fire snake, wall of force, suffocation, vampiric shadow shield, waves of fatigue, teleport, fickle winds: 1 min/level
6th (5 per day +1)
1 Chain lightning: +1 DC
BL True seeing: 1 min/level
Init +3; Senses low-light vision; Perception +14
Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size, +1 nat)
hp 16
Fort +2, Ref +5, Will +8
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +8 (1d4–1)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 8, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +3; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
Mauler
Bond Forged in Blood (Su): A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could.
At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round.
This replaces speak with master and speak with animals of its kind.
Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
This alters the familiar’s Intelligence score advancement.
Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium (Pathfinder RPG Core Rulebook 212). This is a polymorph effect.
This replaces deliver touch spells.
Init +3; Senses low-light vision; Perception +16
Defense
AC 13, touch 15, flat-footed 12 (+2 Dex, +1 nat)
hp 16
Fort +3, Ref +5, Will +8
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d8+2)
Space 5 ft., Reach 5 ft.
Statistics
Str 14, Dex 15, Con 13, Int 6, Wis 14, Cha 7
Base Atk +3; CMB +7; CMD 18
Feats Weapon Finesse
Skills Fly +7, Perception +16; Racial Modifier +8 Perception
Damage Reduction (Su): At 11th level, a mauler gains DR 5/magic.