Sorcerer

Bleys of Amber's page

38 posts. Organized Play character for Maddawg66.


Full Name

Bleys

Race

| HP: 29/29 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +4, R: +4, W: +6 Resist Electricity 10| Init: +4 | Perc: +8, SM: +1

Classes/Levels

| Speed 30ft | Elemental Ray: 6/6 | Spells: 1st 3/7 2nd 3/4 Runestone 1/1 | Active conditions: None.

Gender

Male CG Human Sorcerer (Elemental Air) 4

About Bleys of Amber

Bleys
Male human (Kellid) sorcerer 4
CG Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (4d6+11)
Fort +4, Ref +4, Will +6
Resist electricity 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +2 (1d8) or
. . silver light mace +2 (1d6)
Ranged mwk light crossbow +3 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—elemental ray (1d6+2 electricity)
Sorcerer Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—scorching ray
. . 1st (7/day)—burning hands (bloodline energy type) (DC 14), magic
missile, shield, shocking grasp, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, light,
open/close (DC 13), read magic
. . Bloodline Elemental
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis
12, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Eschew Materials, Magical Aptitude, Point-Blank Shot,
Precise Shot
Traits observant, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +6, Bluff +8,
Intimidate +9, Knowledge (arcana) +7, Knowledge (planes) +6, Linguistics
+3, Perception +8, Profession (sailor) +7, Spellcraft +9, Survival +2,
Swim -2, Use Magic Device +10
Languages Draconic, Elven, Hallit, Undercommon
SQ bloodline arcana (change energy damage spells to match
bloodline energy)
Combat Gear cold iron crossbow bolts (10), potion of cure
light wounds
(2), potion of touch of the sea, potion of
touch of the sea
, potion of touch of the sea, runestone of
power (1st)
[ACG], oil (2); Other Gear cold iron morningstar,
mwk light crossbow, silver light mace, boots of the cat[UE],
cloak of resistance +1, ioun torch ioun stone[APG],
traveler's any-tool[UE], backpack, bedroll, cold weather outfit,
fishhook, flint and steel, hooded lantern, silk rope (50 ft.),
waterskin, 2,451 gp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell
to use Electricity energy.
Boots of the cat When falling, always land on feet and take the
minimum damage.
Cold weather outfit +5 Fort save vs. cold weather.
Elemental Ray (1d6+2 electricity, 6/day) (Sp) As a standard
action, ranged touch attack deals damage to foe.
Energy Resistance, Electricity (10) You have the specified Energy
Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost
is 1 gp or less.
Ioun torch This item is merely a burned out, dull gray ioun stone
with a continual flame spell cast upon it. It retains the ability to
float and orbit, and allows the bearer to carry light and still have his
hands free. It may be in any crystalline shape common to ioun stones
(ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th
level; Cost 62 gp, 5 sp
Point-Blank Shot +1 to attack and damage rolls with ranged
weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing
into melee.
Runestone of power (1st, 1/day) Use the power of the runestone to
cast a 1st-level spell.
Traveler's any-tool Acts as masterwork tools for most Craft or
Profession skills.