Keeper Myre

Belor's page

56 posts. Alias of Charles Hanson.


Full Name

Belor

Race

Human

Classes/Levels

Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

Gender

Male

Size

5' 8'' 170lbs

Age

19

Special Abilities

Thunderstaff: (7/7)

Alignment

Chaotic Good

Deity

Gozreh

Languages

Common, Aquan, Auran, Elven, Cyclops

Occupation

Guide of the Sea

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 10
Charisma 18

About Belor

Basics:
AC: 13 (+0 Armor, +2 Dex, +1 dodge bonus)
Touch: 13 Flat: 10
CMD: 13

HP: 10/10 (dead at -10)
XP:

BAB: +1
CMB: +1
Fort: +0
Ref: +2
Will: +3

Init: +2
Speed: 30'

Racial traits:
Focused Study : At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features:
Bloodline Stormborn:
Class Skill: Knowledge(Nature)
Bonus Spells: shocking grasp (3rd), gust of wind (5th), lightning bolt (7th), shout (9th), overland flight (11th), chain lightning (13th), control weather (15th), whirlwind (17th), storm of vengeance (19th).
Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far Shot, Great Fortitude, Point Blank Shot, Skill Focus (Fly), Wind Stance.
Bloodline Arcana: Whenever you cast a spell with the [electricity] or [sonic] descriptor, increase the save DC by 1.
Bloodline Powers: Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.

Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.

Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.

Feats and Traits:
Feats
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits
Mathematical Prodigy: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Ancient Explorer: You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

Basic Attacks:
Light Crossbow: +3, 1d8 damage,crit 19-20/x2, pierce
Bayonet: +1, 1d6 damage, crit x2, pierce

Spells:
0 lvl spells DC 14: Read Magic, Jolt, Breeze, Daze, Light
1 lvl spells DC 15 (4/5): Ear Piercing Scream, Alter Winds
Concentration: 6

Skills (*trained):

+2 Acrobatics
+6 Appraise**
+4 Bluff
+0 Climb
+2 Craft
+4 Diplomacy
+2 Disable Device
+4 Disguise
+2 Escape Artist
+2 Fly
+0 Heal
+4 Intimidate
+8 Knowledge (Arcana)**
+6 Knowledge (Nature)**
+6 Knowledge (Planes)**
+0 Perception
+4 Perform
+2 Ride
+0 Sense Motive
+2 Sleight of Hand
+6 Spellcraft**
+2 Stealth
+0 Survival
+0 Swim
+8 Use Magical Device**

Equipment:
Gear: 9.5/33 lbs
Scholar's Outfit
Light Crossbow [4 lbs]
Bayonet [1 lbs]
Crossbow Bolts (20) [2 lbs]
Lamp [1 lbs]
Compass [1.5 lbs]

Money:
PP:
GP: 10
SP:
CP:

Appearance:
Belor is a man of average height and weight, he defintely is not a looker but there is something about him that makes him easy to get along with. You can tell by looking at him that he is quite grungy and his days at sea haven't exactly been nice on him, his hair is knotty and strewn all over the place. Belor's eyes though are what set him apart from any normal ship fairing person, they have a dark blue hue to them which reflects his inate stormborn powers. Belor wears a set of robes with a hooded cloak, his cloak has streaks of lighting bolts and it appears from his look that he embraces his stormborn powers. Belor enjoys the thrill of combat but prefers to do so from a distance. He conjures up spells that are in tune with his inate powers. If he does find himself in close combat he has a bayonet fixed to his crossbow that he can use with deadly efficiency.

Background:
Belor was born on a sea faring ship. His mother and father owned a cargo ship and were always on the open sea. At birth Belor's mother and father noticed something was different about Belor. He has a dark blue hue to his eyes and he emanated electrical energy. This frightend Belor's parents and he was left at a port city in Rahadoum. Belor was taken in by a Rahadoum family but ran away at the age of 14. Belor found his way to the Occularium in Manaket. There the Wizards informed him that his inate powers came from the god Gozreh and that he should leave the kingdom of Rahadoum. He decided to wait awhile and he decided to mae coin as a sea guide first, figuring Gozreh's powers in him would help. He has done that job for the past 3 years, gaining enough coin to gain passage on a Rahadoum ship heading for the Shackles.