| Full Name |
Cecil VonSpirito |
| Race |
1/2 Elf |
| Classes/Levels |
Sage Sor/Wiz 2 Gestalt |
| Gender |
male |
| Size |
M |
| Age |
124 |
| Alignment |
LN |
About Cecil Von Spirito
Cecil VonSpirito - ROW 1/2 elf gestalt(SOR)
Male half-elf sorcerer (wildblooded) 2 (Pathfinder RPG Ultimate Magic 70)
LN Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2d6+2)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee unarmed strike +1 (1d3 nonlethal)
Special Attacks intense spells (+1 damage)
Sorcerer (Wildblooded) Spells Known (CL 2nd; concentration +6)
1st (5/day)—blood money, shield
0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation, read magic
Bloodline Sage
Wizard Spells Prepared (CL 1st; concentration +5)
1st—endure elements, magic missile, extended mount
0 (at will)—acid splash, jolt[UM], open/close (DC 14)
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Breadth Of Experience[APG], Combat Expertise, Eschew Materials, Extend Spell, False Focus, Power Attack, Skill Focus (Perception)
Traits adaptive magic, eyes and ears of the city, magical lineage
Skills Appraise +11, Craft (cartography) +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10 (+11 to navigate underground in Taladan Frontier), Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +8, Perception +10, Profession (engineer) +2, Ride +4, Spellcraft +10, Survival +0 (+1 to navigate in the wilderness in Taladan Frontier); Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Osiriani, Sylvan, Thassilonian
SQ arcane bolt, elf blood
Other Gear area map[UE], bedroll, belt pouch, chalk, crowbar, flint and steel, hammock[UE], ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, saddlebags, silk rope (50 ft.), soap, spell component pouch, tattoo holy symbol of Abadar[UE], torch (10), trail rations (5), waterskin, 660
SQ arcane bond (Molly, raven) Versatile evocation
Other Gear wizard starting spellbook
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Tracked Resources
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Arcane Bolt (1d4+1 force damage, 7/day) - 0/7
Torch - 0/10
Trail rations - 0/5
Versatile Evocation (7/day) (Su) - 0/7
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Special Abilities
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Arcane Bolt (1d4+1 force damage, 7/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
False Focus You can use a divine focus to cast arcane spells.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Admixture Associated School: Evocation
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school. (Wiz
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Character Creation
-Feats: 1 extra at 1st level; every even level gives a non-combat/non-metamagic feat
-Skills: Background Skills variant
-Items: Innate Bonus variant
-Free feats (if you qualify for them, you have them): Power Attack, Combat Expertise