Arcadian Tribesman

Cormanyth's page

No posts. Organized Play character for qwerty1971.


Full Name

Cormanyth

Race

Human (Varisian) Male CORE

Combat:
[dice=X]1d20+3[/dice]...[dice=DMG]1dx+6[/dice]

Classes/Levels

Sorcerer 6 CORE Init +6; Senses Perception +9

Gender

Male

Skills:
Arcana: +9; Planes+5; Spellcraft +9; UMD +12

Size

M

Age

18

Alignment

CG

Deity

Cayden

Languages

Common, Varisian, Azlanti

Occupation

Troublemaker, Gambler

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Cormanyth

Cormanyth Zandudana
PFS#114768-56
Male human (Varisian) sorcerer 6
CG Medium humanoid (human)
Init +6; Senses Perception +9
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Defense:

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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 44 (6d6+18)
Fort +5, Ref +5, Will +6
Resist electricity 10
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Offense:

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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
spear +5 (1d8+3/×3)
Ranged light crossbow +5 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
6/day—elemental ray (1d6+3 electricity)
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Spells:

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Sorcerer Spells Known (CL 6th; concentration +9)
3rd (4/day)—haste
2nd (6/day)—darkvision, glitterdust (DC 15), mirror image, scorching ray (electricity)
1st (7/day)—burning hands (electricity) (DC 14), color spray (DC 14), enlarge person (DC 14), mage armor, magic missile, true strike
0 (at will)—detect magic, disrupt undead, light, message, open/close (DC 13), prestidigitation, read magic
Bloodline Elemental (air)
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Statistics:

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Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 19
SQ bloodline arcana (change energy damage spells to match bloodline energy)
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Feats and Traits:

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Feats Combat Casting, Dodge, Eschew Materials, Improved Initiative, Toughness
Traits magical knack, tomb raider
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Skills:

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Skills Bluff +10, Knowledge (arcana) +9, Knowledge (planes) +6, Perception +9, Profession (gambler) +4, Spellcraft +9, Use Magic Device +12
Languages Azlanti, Common, Varisian
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Gear:

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Combat Gear wand of cure light wounds, wand of shield (50 charges), acid, alchemist's fire, antitoxin, holy water; Other Gear crossbow bolts (15), dagger, light crossbow, spear, cloak of resistance +1, handy haversack, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, masterwork tool, mirror, soap, torch (10), trail rations (5), waterskin, 11,734 gp
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Special Abilities:

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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Ray (1d6+3 electricity, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
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Background:

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Cormanyth Zandudana was born under the vibrant tapestry of the Ustalav skies, perched on the edge of adventure and fortune. His parents were part of a colorful Varisian caravan that roamed from town to town, telling tales beneath starlit nights while selling trinkets and wares gleamed with magic. The swirling blood of his ancestors sang within him — an innate connection to arcane energies that allowed him to weave spells as easily as he could fold a silk scarf. Growing up amidst laughter and music, Cormanyth developed quick reflexes not just for charming crowds but also for playing dice games in smoky taverns. It was in those moments he discovered a darker adroitness: an obsession that grew into addiction. He joined the Pathfinders to pay off a debt to the Karela Sczarni group.
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Planned Progression:

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1-6: Sorcerer
(Retrained: 900gp)
7: Fighter
8-12: Eldritch Knight
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Scenarios:

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*Emerald Spire1***
*Emerald Spire 2***
*Emerald Spire 3***
*Emerald Spire 4***
*Emerald Spire 5***
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PP Earned 20/Spent 2:

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1. Wand of CLW
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