Seltyiel

Cecil Macer's page

64 posts. Alias of imjohnnyrah.


About Cecil Macer

Male Anthrosian Vanguard // Sorcerer (Linnorm Bloodline)
LN Med Humanoid (human)
Init +4; Senses Darkvision 60’; Scent; Perception +

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DEFENSE
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AC 15, Touch 14, Flat-Footed 11. (Dex +4, Armor +, Shield +, Natural Armor +1)
HP 36/36 3(d8+2)+6
Fort +5, Ref +5, Will +3
Special Linnorm Curse DC 16, Resist Fire 5

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OFFENSE
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Spd 30 ft.
Melee Touch Attack +3
Ranged Longbow +7 [1d8+2; x3]
. Ranged Touch Attack +6
Special

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STATISTICS
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Str 12, Dex 18, Con 14, Int 14, Wis 11, Cha 20
Base Atk +2; CMB +3; CMD 17 +1 vs Disarm/Sunder
Feats Eschew Materials [Eschew Materials], Arcane Strike [Arcane Strike], Combat Casting [Combat Casting], Skill Focus (Spellcraft) [Focused Study], Point Blank Shot [Human], Improved Counterspell[1st], Precise Shot [3rd]
Skills Untrained
Traits
Favored Class Vanguard [+3 hp], Sorcerer [+3 hp]
Languages
SQ Spells, Cantrips, Arcane Bond Weapon, Weapon Channel
Combat Gear Other Food & Drink
Gold & Valuables 3000g

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SPELLS
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CL 3
Concentration +8 +4 Casting Defensively/Grappled

Sorcerer Spells Known

Vanguard Spells Known

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SPECIAL ABILITIES:

Vanguard

Spells

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

Like other spellcasters, a vanguard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is shown on “Table 1: The Vanguard.” In addition, he receives bonus spells per day if he has a high Charisma score.

The vanguard’s selection of spells is limited. A vanguard begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new vanguard level, he gains one or more new spells known, as indicated on Table: Vanguard Spells Known. (Unlike spells per day, the number of spells a vanguard knows is not affected by his Charisma score. The numbers on Table: Vanguard Spells Known are fixed.)

Upon reaching 5th level, and at every third vanguard level after that (8th, 11th, and so on), a vanguard can choose to learn a new spell in place of one he already knows. In effect, the vanguard “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 and it must be at least one level lower than the highest-level spell the vanguard can cast. A vanguard may swap only a single spell at a given level and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

A vanguard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips

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

Arcane Bond Weapon (Ex)

At 1st level, a vanguard forms a powerful bond with a specific weapon. Should the vanguard ever have to replace the weapon (see below), he must choose another weapon of the same kind (longsword, dagger, short bow, etc.). This bond allows the vanguard to meld his arcane powers with his fighting ability. It also serves as an increasingly powerful magical weapon.

The vanguard begins play with his bonded weapon at no cost. This weapon is of masterwork quality, although it is not made of any special material. The vanguard must wield his bonded weapon in order to make use of its abilities. If a vanguard ever attempts to cast a spell without having his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

When holding his bonded weapon, the vanguard is treated as having the Eschew Materials feat, allowing him to cast any spell with a material component costing 1 gp or less without needing that component (his bonded weapon effectively takes the place of the material component). He may also cast spells that normally require somatic components solely through arcane gestures made using his bonded weapon. This allows the vanguard to cast spells while wielding his bonded weapon and still leaves his other hand free to handle a shield or other item.

Beginning at 5th level a vanguard can add additional magic abilities to his bonded weapon as if he had the Craft Magic Arms and Armor feat. This takes half the time of normal magic item creation but still incurs the full cost. The magic properties of a bonded weapon, including any magic abilities added to it, only function for the vanguard who owns it. If a bonded weapon’s owner dies, or the vanguard is separated from his bonded weapon and forced to replace it, the weapon reverts to being an ordinary masterwork weapon.

If a bonded weapon is damaged, it is restored to full hit points the next time the vanguard rests and regains his spell slots for the day. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per vanguard level plus the cost of the masterwork weapon. This ritual takes 8 hours to complete. A weapon replaced in this way possesses all the additional enchantments of the previous bonded weapon. A vanguard can designate an existing magic weapon to be his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic weapon retains its abilities while gaining the standard benefits and drawbacks of being a bonded weapon, however it does not gain any of the additional enhancements that had been placed on the old bonded weapon.

Arcane Strike

At 1st level, a vanguard gains Arcane Strike as a bonus feat.

Combat Casting

At 2nd level, a vanguard gains Combat Casting as a bonus feat.

Iron Grip (Ex)

At 2nd level vanguard adds a bonus equal to half his vanguard level to his CMD when defending against opponents’ attempts to disarm or sunder his bonded weapon.

Weapon Channel (Su)

As a standard action, a vanguard of 3rd level or higher can cast a spell with a range of touch and deliver it through an attack with his bonded weapon. Touch spells channeled in this way must have a casting time of one standard action or less. If the vanguard hits with his bonded weapon, he does damage normally and then the touch spell is resolved. If the vanguard’s attack misses, the spell is lost. Channeling touch spells in this way does not provoke an attack of opportunity. As with any touch spell, a channeled spell deals double damage on a successful critical hit. A channeled spell may not be enhanced or otherwise altered by metamagic feats.

At 10th level, a vanguard may make a concentration check as if casting defensively (DC 15 + double the spell’s level) in order to avoid losing the spell if the attack misses. The vanguard can make other attacks (using other weapons) and take other actions without using the touch spell, but if he casts another spell or stops wielding his bonded weapon, the channeled spell is lost.

At 14th level, a vanguard can use his weapon channel ability as part of a full attack action. The spell affects every target the weapon hits during the round and then concludes at the end of that round. In addition, spells the vanguard channels are no longer lost if the attack misses.

Sorcerer

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.

Linnorm Bloodline

Bloodline Arcana: You curse those who harm you, just as a linnorm bestows a terrible curse on those who slay them. When an opponent damages you in combat, they must make a Will save or gain vulnerability to your energy type for a number of rounds equal to 1/2 your sorcerer level (minimum 1). The DC of the save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. An opponent who succeeds at his saving throw is immune to your curse ability for 24 hours. DC 16

Bloodline Powers: You are infused with the power of the linnorms. Their power manifests in a number of ways. At 1st level, you must select one of the linnorm types: crag linnorm, ice linnorm, or tarn linnorm. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your linnorm type. Crag

Linnorm Senses

Starting at 1st level, you possess the amazing senses of these primal hunters. You gain keen senses, granting you a +2 racial bonus to Perception checks. You also gain darkvision to a range of 60 ft., and the Scent ability. At 5th level, your senses become more acute, increasing your racial bonus to Perception to +4 and your darkvision increases to a range of 90 feet. At 7th level, your racial bonus increases to +6 and your darkvision increases to 120 feet. At 11th level, your racial bonus increases to +8, and you gain the blindsense ability.

Linnorm Resistances (Ex)

At 3rd level, you gain resistance 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Bonus Spells

  • (3rd) - Mage Armor

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.

Heroic Distinctions

  • 3rd Level – Offensive Training – Longbow

Anthrosian Racial Traits

+2 to any ability Score: Human characters get a +2 bonus to an ability scores of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Silver Tongued: Humans are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Focused Study:: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. 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.

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Skill Details:

Total Ranks: 21 3(4+2) + (3, human)

Trained Skills

Bluff(CHAR)(C) + 3r + (2, Silver Tongue) = +13
Fly(DEX)(C) + 1r = +8
Knowledge (arcana) (INT)(C) + 3r = +8
Knowledge (engineering) (INT)(C) + 3r = +8
Linguistics(INT)(C) + 1r = +6
Perception(WIS)(C) + 3r + (2, Bloodline) = +8
Persuasion(CHAR)(C) + 3r + (2, Silver Tongue)= +13
Spellcraft(INT)(C) + 3r + (3, focus) = +9
Stealth(DEX)(C) + 1r = +8

Untrained Skills
Acrobatics(DEX) = +4
Athletics(STR)(C) = +1
Craft(INT)(C) = +2
Escape Artist(DEX) = +4
Heal(WIS) = +0
Perform(CHAR) = +5
Survival(WIS)(C) = +0

Trained Only
Appraise(INT)(C)
Handle Animal(CHAR)(C)
Knowledge (dungeoneering) (INT)(C)
Knowledge (nature) (INT)(C)
Profession(WIS)(C)
Sleight of Hand(DEX)

(r) = Ranks
(C) = Class Skill
Armor Check Penalty (ACP) = 0

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Equipment Details:

Equiped

Total Weight:
Total Cost:

In/On Backpack

Total Weight:
Total Cost:

Total Weight Carried + lbs
Light lbs, Med lbs, Heavy lbs, Lift lbs, Push/Pull lbs
Gold:

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Background, Physical Description & Personality:

***Quick Character Details***
Name
Age
Gender
Race/Ethnicity
Height
Weight
Alignment
Token Deity
Occupation

***Background***

***Physical Description***

***Personality***

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Combat Stat Block:

[ spoiler=Round X Initiative X]
HP:
AC: 10, Touch 10, Flat Footed 10
CMD: 10
Saves:
Speed:
Equipped:
Conditions: none

Attack/Damage:
[ /spoiler]

Melee

Ranged

Misc Modifiers


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