Keppira D'Bear

Camaenor's page

145 posts. Organized Play character for Rhanloi Ehlyss.


Full Name

Camaenor

Race

Human

Classes/Levels

Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

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

About Camaenor

PFS#: 83583-6
Dark Archives

Camaenor
Male Human sorcerer 1
NG Medium humanoid (human)
Init +2, Senses Perception +0

-----------------------------------------------------------------
DEFENSE
-----------------------------------------------------------------
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 6 ((1d6))
Fort +2, Ref +4, Will +2

-----------------------------------------------------------------
OFFENSE
-----------------------------------------------------------------
Speed 30 ft.
Base Attack +0; CMB+0; CMD 12
Melee: Light mace: Attack +0, Damage 1d6 (crit: x2)
. . . Dagger: Attack +0, Damage 1d4 (crit: 19-20/x2)
Ranged: Light crossbow: Attack +2, Damage 1d8 (19-20/x2) (80’ range)
. . . Dagger: Attack +2, Damage 1d4 (19-20/x2) (10’ range)
Grave Touch: (Su) Melee touch attack as a standard action that causes a living creature to become shaken for 1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability 7 times per day.

-----------------------------------------------------------------
SPELLS KNOWN (CL 1st; concentration +7)
-----------------------------------------------------------------
1st(4/day)
chill touch(DC 15), ray of enfeeblement(DC 15)
0th(at will)
disrupt undead, light, read magic, touch of fatigue(DC 14)

-----------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18

Skills: 6 ranks per level
Acrobatics (+2) {+2 ability -0 AC +0 ranks} Dex
Appraise* (+2){+2 ability +0 ranks +x class} Int
Bluff* (+8) {+4 ability +1 ranks +3 class} Cha
Climb (+0) {+0 ability -0 AC +0 ranks} Str
Craft (tattoo)* (+8) {+2 ability +1 ranks +3 class +2 tools} Int masterwork tools
Diplomacy (+4) {+4 ability +0 ranks} Cha
Disable Device (-) {+2 ability -0 AC +0 ranks} Dex
Disguise (+4) {+4 ability +0 ranks} Cha
Escape Artist (+2) {+2 ability -0 AC +0 ranks} Dex
Fly* (+2) {+2 ability -0 AC +0 ranks +0 class} Dex
Heal (+0) {+0 ability +x ranks} Wis
Intimidate* (+8) {+4 ability +1 ranks +3 class} Cha
Knowledge (arcana)* (+6) {+2 ability 1 ranks +3 class} Int
Knowledge (religion)* (-) {+2 ability +0 ranks +0 class} Int
Linguistics (-) {+2 ability +0 ranks} Int
Perception (+0) {+0 ability +0 ranks} Wis
Ride (+2) {+2 ability -0 AC +x ranks} Dex
Sense Motive (+0) {+0 ability +x ranks} Wis
Sleight of Hand (-) {+2 ability – 0 AC +0 ranks} Dex
Spellcraft* (+6) {+2 ability +1 ranks +3 class} Int
Stealth (+2) {+2 ability -0 AC +x ranks} Dex
Survival (+0) {+0 ability +x ranks} Wis
Swim (+0) {+0 ability -0 AC +x ranks} Str
Use Magic Device* (+8) {+4 ability +1 ranks +3 class} Cha

Languages Celestial, Common, Necril

Gear:

COMBAT GEAR: Light crossbow; bolts (x20); light mace; dagger (x2)
OTHER GEAR: backpack, bedroll, belt pouch, flint and steel, rope, torches (5), trail rations (10 days), waterskin (x2); 5 gp
MAGIC ITEMS: potion of cure light wounds (x2); potion of mage armor (x2)

Special Abilities:

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Focused Mind: (Trait) Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Grave Touch: (Su) You can make a melee touch attack as a standard action that causes a living creature to become shaken for 1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability 7 times per day.
Sacred Touch: (Trait) You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Undead Bloodline: The touch of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.