Background:
Born Belliken Pug, son of Morgamar Pug, of Pug's Contraptions in Magnimar, Belliken did his best to please his father. Anything from working long hours crafting clockwork pieces, running the register, and even assisting with the magic. Pug however always seemed more interested in his contraptions than his son.
Hoping to impress his father (and maybe spite him a little) Belliken
applied to the Golemworks in magnimar to assist in their construct creation. They reject Belliken as his proficiency for magic was well below their needed qualifications.
When his father learned he had applied to a competing business Belliken was immediately kicked out of the house. Hoping to prove himself a worthy son and sorcerer Belliken has left looking for adventure in Sandpoint.
While generally good and kind hearted, Belliken is very insecure about his magical ability and growing up in magnimar under an overbearing father has left him with an better understanding of some of life's distasteful truths.
Belliken Weaver
Halfling Sorcerer(Impossible)2
Male CN Small Humanoid(Halfling)
Age 23, Height 3'1", Weight 32lbs
Init +3,Sense Perception +3
-------------------- Defense -------------------- AC 10, touch 10, flat-footed 10
HP 12 (6 +2)(3 + 2)
Fort +1, Ref -1, Will +3
-------------------- Offense -------------------- Speed 20ft
Melee Mwrk Dagger +1 (1d3 -1[-2str+1mwrk] /19-20) (-2 str +1 size +1 mwrk +1 bab)
Ranged Light Crossbow +1 (1d6/19-20) (-1 dex +1 size +1 bab)
Sling + 1(1d3 -2/19-20) (-1 dex + 1 size, -2str +1 bab)
SpellsTouch of Fatigue[Fort:14], Burning Hands [DC 15], Animate Rope, Sleep [DC15]
-------------------- Skills -------------------- Str 7, Dex 9, Con 12, Int 15, Wis 10, Cha 18
Base Atk +1, CMB -3, CMD 6
Feats Improved Intiative
Languages Halfling, Common, Dwarven, Elven
Racial Traits:
Adaptable Luck: 3/Day add +1 to a roll after or +2 before
Keen Senses: +2 Perception (taken into account)
Shiftless: +2 Bluff/Sleight and Sleight is class skill
Irrepressible: +2 vs Dominate/Posses
Weapon Familiarity: Sling/Halfling
Starting Traits:
Hedge Magician: 5% less to craft item
Well Informed(Halfling): +1 Diplomacy to gather information and on knowledge local. Receive Knowledge Local as a class skill.
Spells: 0[-]: Prestidigitation, Detect Magic, Touch of Fatigue, Mage Hand
1[5]: Burning Hands, Animate Rope, Sleep, Comprehend languages
-------------------- Special Abilities -------------------- Eschew Materials: Ignore material requirements of spells worth less than 1 gp.
Adaptable Luck: 3 times a day add 1 to a die roll. Add 2 if called beforehand.
Disorienting Touch: (3 + CHA) a day touch attack to sicken. 1/2 round per level (minimum 1)