Full Name |
Camlo Slavik |
Race |
Human (Varisian) |
Classes/Levels |
Sorcerer 1 | HP 8/10 | AC 12 T 12 FF 10 CMD 11 | F +1 R +2 W +2 | Init +4 | Perc +2 | Status: Normal |
Gender |
Male |
Size |
Medium |
Age |
15 |
Alignment |
Chaotic Good |
Deity |
Desna |
Location |
Darkmoon Valley |
Languages |
Common, Sylvan |
Occupation |
Adventurer, Traveller, Conman |
Homepage URL |
Camlo and Maria, his familiar. |
Strength |
8 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
18 |
About Camlo Slavik
Camlo Slavik, Varisian Sorcerer con-man
The traveler approaches the Varisian camp, and the first person to attract his sight is a young varisian man, dressed with a colorful performer outfit, talking to an innocent-looking girl.
Approaching he notices the blush on the girl cheeks, not older than 14, while the young man, even if tall, looks very young, 15 or so, without a trace of beard.
There is a small yellow viper the girl is playing with, unconcerned. But as soon as the viper sees the stranger approach it climbs to the young man's shoulder and gets it's head at the boy's ear.
The boy looks at the traveler and smiles widely. His dark brown eyes sparkle with youthful enthusiasm and glee, as his melodious voice calls out.
"Hello! Welcome to our Caravan! What can we offer you? We have food, drink, entertainment, Items from the marvelous Varisia! News from all over the world! We have girls who can dance, and men who can fight!"
The traveller shakes his head.
The boy looks around...
"Hey! We are no sczarni! We are humble but honest people, and I swear we don't like getting in problems! So tell me, what can I get you?"
---
He is a young Varisian Sorcerer, with Arcane bloodline, getting away from his family and caravan for the first time.
He has very high Charisma, and I expect him to be the "face" of the team (check his bluff and diplomacy modifier).
He is not very much in combat, but he has some tricks up his sleeve.
But his "thing" is to use figments to confound and distract the enemies, grease to impair them, and message to keep the team communicated.
---
Camlo Slavik
Male Human sorcerer 1
CG Medium humanoid (human)
Init +4, Senses Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 10 ((1d6)+4)
Fort +1, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee shortspear -1 (1d6-1)
Ranged shortspear (thrown) +2 (1d6), within 30 ft. +3 (1d6)
Melee dagger -1 (1d4-1/19-20)
Ranged dagger (thrown) +2 (1d4/19-20), within 30 ft. +3 (1d4)
Sorcerer Spells Known (CL 1st; concentration +5)
1st(4/day)-grease(DC 15), silent image(DC 15) (4 used)
0th(at will)-dancing lights, detect magic, ghost sound(DC 14), message
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TACTICS
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STATISTICS
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Str 8, Dex 14, Con 12, Int 12, Wis 10, Cha 18,
Base Atk +0; CMB -1; CMD 11
Feats Alertness, Eschew Materials, Point-Blank Shot, Toughness
Skills Bluff +11, Diplomacy +5, Knowledge (Arcana) +5, Knowledge (Planes) +5, Spellcraft +5,
Traits Reactionary,
Languages Common, Sylvan
SQ arcane bloodline, arcane bond, bloodline arcana, bonus feat, cantrips, familiar, humanoid traits, skilled,
Combat Gear rations (trail/per day) (4),
Other Gear shortspear, pouch (belt), agate (5), coin (gold piece) (9), coin (silver piece) (2), backpack, bedroll, flint and steel, soap (per lb.), waterskin (filled), dagger, outfit (entertainer's)
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SPECIAL ABILITIES
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Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
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.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Eschew Materials
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Maria his familiar
Female Familiar Viper animal 1
TN Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +3, Senses low-light vision; scent, Perception +9
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DEFENSE
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size )
hp 5 ((1d8)-1)
Fort +1, Ref +5, Will +3
Defensive Abilities improved evasion,
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OFFENSE
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Speed 20 ft. Climb 20 ft. Swim 20 ft.
Melee bite +11 (1d3-3)
Space 2.5 ft. Reach 0 ft.
Special Attacks Poison,
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TACTICS
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STATISTICS
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Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2,
Base Atk +0; CMB +1; CMD 8
Feats Weapon Finesse
Skills Bluff -3, Diplomacy -3, Knowledge (Arcana) -1, Knowledge (Planes) -1, Perception +9, Spellcraft -1,
Communication Empathic Link,
SQ animal traits, empathic link, low-light vision, scent, share spells,
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Animal Traits (Ex) Animals breathe, eat, and sleep.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Poison (Ex) Injury; Save Fort DC 9; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.