Clementine JH's page

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Full Name

Clementine

Race

Halfline

Classes/Levels

Socerer 1

Gender

Male

Size

Small

Age

28

Alignment

True Neutral

Strength 10
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 10
Charisma 18

About Clementine JH

Clementine
Male Halfling sorcerer 1
TN Small humanoid (halfling)
Init +3, Senses Perception +2
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DEFENSE
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size )
hp 11 ((1d6)+5)
Fort +2, Ref +4, Will +3, +2 vs. fear

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OFFENSE
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Speed 20 ft.
Melee morningstar (small) +1 (1d6)
Ranged sling (small) +4 (1d3)
Melee dagger (small) +1 (1d3/19-20)
Ranged dagger (small/thrown) +4 (1d3/19-20)
Special Attacks Elemental Ray (1d6+0, 7/day),

Sorcerer Spells Known (CL 1st; concentration +5)
1st(4/day)-grease(DC 15), shield(DC )
0th(at will)-daze(DC 14), detect magic, light, read magic(DC )

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STATISTICS
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Str 10, Dex 16, Con 13, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Toughness
Skills Knowledge (Planes) +4, Spellcraft +4,
Languages Common, Halfling
SQ bloodline arcana, cantrips, elemental bloodline (air), fearless, halfling luck, keen senses, sure-footed, weapon familiarity,
Combat Gear rations (trail/per day) (small) (5), torch (2), sunrod (2), alchemist's fire (flask), acid (flask), thunderstone,
Other Gear morningstar (small), outfit (traveler's/small), bullet (sling) (small) (20), backpack (small), flint and steel, rope (silk/50 ft.), sling (small), dagger (small) (2), 58.28 gp
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SPECIAL ABILITIES
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Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.

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.

Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage. You can use this ability 7 times per day.

Eschew Materials

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.