Bounty Hunter

BigHatLogan's page

44 posts. Alias of Zayne Iwatani.


About BigHatLogan

BigHatLogan
Male Human Sorcerer (Arcane Bloodline) 3
NG medium humanoid (Human)
Init +5; Perception +1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10 ()
hp 14 (3d6-3) FC +3
Fort +0, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
--------------------
Statistics
--------------------
Str 13
Dex 10
Con 8
Int 14
Wis 13
Cha 17 (+2 Racial)
Base Atk +1; CMB +2; CMD 12
Feats: Point-Blank Shot, Precise Shot, Combat Casting
Traits: Arcane Temper, Scholar of Ruins (Human)
Languages Common, Draconic,
SQ: Bloodline power (Arcane Bond), cantrips, eschew materials, Bloodline power (Metamagic Adept), bloodline spell

Skills:

Total: (2 Sorcerer + 2 Int + 1 Human) x 3 = 15

Class:
(1)Appraise (Int) +6
(1)Bluff (Cha) +7
()Craft (Int)
()Fly (Dex)
()Intimidate (Cha)
(3)Knowledge (arcana) (Int) +8
(3)Knowledge (dungeoneering) (Int) +9
(3)Knowledge (Planes) (Int) +8
()Profession (Wis)
(3)Spellcraft (Int) +8
(1)Use Magic Device (Cha) +7

Modifiers:
+1 trait bonus on Knowledge (geography)
+1 trait bonus on Knowledge (dungeoneering)


--------------------
Gear:

--Equipped--
Arcane Adept Package
Light Crossbow
Bolts (10)
Bonded MW Quarterstaff
--Backpack--
bedroll
belt pouch
candles (5)
chalk (5 pieces)
flint and steel
ink
inkpen
ioun torch
journal
magnifying glass
mess kit
scroll box
silk rope (50 ft.)
spell component pouch
trail rations (5 days)
waterskin
--Alchemical Items--
Acid (2)
thunderstone
--Magic Items--
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Shoulders:
Wrists:
Ring 1:
Ring 2:
Slotless:
-
-
-

--Wands--
wand of mage armor (16 charges)

--Potions--
Potion of Cure Light (4) 1d8+1

--Scrolls--
scroll of comprehend languages (2)
scroll of detect secret doors
scroll of glitterdust
scroll of identify (2)
scroll of mount
scroll of rope trick

653gp
Encumbrance: 45 lbs


--------------------
Racial Abilities:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


--------------------
Traits and Feats:

--Traits--

Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks.

Scholar of Ruins (Human): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

--Feats--

Point-Blank Shot (1st): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Improved Initiative (Human):

Combat Casting (3rd): You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.


--------------------
Special Abilities:

Weapon and Armor Proficiency:

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells:

A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline:

Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Cantrips:

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level.


--------------------
Arcane Domain:

Class Skill: Knowledge (Planes).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

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.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Bonded Item, Quarterstaff) (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

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.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

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.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


--------------------
Spells:

--0th Level-- (5 known)
Detect Magic
Read Magic
Dancing Lights
Acid Splash
Mage Hand

--1st Level Spells Known-- (3+1 bloodline) (6/day) (DC 14)
Silent Image
Magic Missile
Mage Armor
Identify (Bloodline)


--------------------
Background: