Sorcerer

Davkas Gellantara's page

44 posts. Alias of STR Ranger.


Full Name

Davkas Gellantara

Race

Human

Classes/Levels

Sorc/Evoker 5 HP: 28/28 | AC: 16 | T: 13 | FF: 12 | Fort: 3 | Ref: 5 | Will: 8 l Perception:7 l CMB+3 l CMD+16

Gender

Male

Size

Med

Age

33

Alignment

N

Languages

Common Dwarven, Elven

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Davkas Gellantara

Davkas Level 4 Tattooed Draconic Sorcerer/ Level 1 Admixture Wizard

Davkas grew up an average child. Not weak and quick with his slight frame he had a knack for the delicate work of weaving ropes. Come from common stock the son of an unknown sailor and a weaver woman, he grew up around the sea and played and ran with the other kids around the docks. He thought to grow to sail one day. From his low station the boy's only realistic option for adventure would be to hire on as a powdermonkey and work his way up to sailor. It was a hard life, but one in which a common person could at least expect to see more of the world than the average man. As soon as he was old enough he was able to finally find work as a powdermonkey and eventually learn to sail. But he lacked to fortitude for the very heavy work and possessing good agility and a keen wit managed to secure lighter duties often. It was during the many days in the crows nest, looking over the horizon that he contemplated inward and heard the call of the wind and waves. Minor tricks at first but eventually growing into true magic. He had the fortune to be on a ship which had a travelling wizard aboard who'd intervened when the crew began to rally against the young man. Sailors were a superstitious lot after all and it was only the magical assurances of the wizard to the ships captain that one of his crew was actually a budding sorcerer.

Life got even easier for him then. The captain had seen many mighty magics in his day and thrilled at the idea of a loyal crew member who might one day wield arcane forces under his sail. This all suited Davkas quite nicely. The title of Ships Wizard suited him and now with a better understanding of his powers and some leave up his sleeve while his captain's ship is under repair he has taken a freelance job. It was time to line his own pocket for a change...

--------------------DEFENSE --------------------

AC 16, touch 13, flat-footed 12 (+3 Dex, +2 armor, +1 Magic)
Arcane Spell Failure 5%
HP 28; Fort +3, Ref +5, Will +8 (Cloak +1)

Resist Nil
Armor:Lamellar cuirass AC+2/Dex+4/Arcane Fail 5% /8 lbs.
--------------------OFFENSE --------------------

Speed 20 ft.

Melee Staff +4 (1d6+1/x2)

Crossbow Attack +5 (1d8/19-20/x2)

Space 5 ft., Reach 5 ft.
Special Attacks: Nil

--------------------STATISTICS --------------------

Base Atk +2; CMB +3; CMD 16
Feats/Abilities:
1-Spell Focus: Evocation, Tattooed Sorc Bonus: Varisian Tattoo (Evocation at +1CL),H-Spell Specialization (Burning Hands)
2-Arcane Bond (Familiar), Admixture School, Cantrips, Scribe Scroll, Intense Spells, Versatile Evocation
3- Rime Spell
4
5- Spell Focus: Conjuration

Traits Magical Lineage (Fireball)-Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Skills- bold= Class skills 2+3+1H
Total ranks- 30
Acrobatics +3
Appraise 4 ranks+4 int+3 Raven=11
Bluff 4 ranks+1cha=5
Climb
Craft
Diplomacy 0 rank+1cha=2
Disable Device 0 rank+4int=4
Disguise
Escape Artist 0 rank+2dex=2
Fly 4 ranks+3 dex=7
Handle Animal 0ranks +1cha=1
Heal +0
Intimidate 4 ranks+1cha=5
Knowledge (arcana) 8 ranks+4(Int)=12
Knowledge (planes)8ranks+4(Int)=8
Knowledge (nature) 4ranks+4(Int)=8
Knowledge (dungeoneering)4ranks+4(Int)=8
Knowledge (religion) 5ranks+4(Int)=8
Knowledge (Local)4ranks+4(Int)=8
Linguistics
Perception 6 ranks 1wis=7
Profession (Rope maker)4 ranks+1Wis= 5
Ride 3 rank+2(Dex)= 5
Sense Motive +1
Sleight of Hand +3
Survival 1 ranks +1 Wis=2
Swim 5 ranks+1Str= 6
Spellcraft 6 ranks+4(Int)=10
Stealth +2 Dex=2
Use Magic Device4 ranks+1Cha=5

Racial Modifiers Human+2 Int
Languages Common, Elven, Dwarven

--------------------SPECIAL ABILITIES --------------------
Intense Spells:Davkas adds 1/2 his wiz level to damage (Current bonus +2)
Arcane Bond: Davkas possesses a Raven Familiar, Chatterbeak.

Restricted Schools: Necromancy, Divination

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 6/day

Bloodline Arcana:
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (Cold), that spell deals +1 point of damage per die rolled.

Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.

Mage's Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances. (Casts Evocation at +1 CL)
This ability replaces her Eschew Materials bonus feat.

Spell Specialization
Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

--------------------GEAR/POSSESSIONS ---------------
Money: 50 gp

Arms/Armor
+1 Lammellar Cuirass (1015gp)
Masterwork Shortspear 1gp
Alchemical Silver Cestus 25gp
Cold Iron Dagger 4gp
Light Crossbow 35gp
20 Crossbow Bolts 2gp

Gear:
Backpack 2gp
Chalkx 5 pieces- 5cp
Earplugs 3cp
Flint & steel 1gp
Beer Mug
Pouch, belt 1gp
Rations, trail x4 2gp
Traveller's outfit
2x Waterskin 2xgp
Whetstone 2cp
Bedroll 1sp
Caltrops 1gp
Fishhook 1sp
Fisking Net 4gp
Cure Light Wounds Potion
Sunrod
Spellbook

Magic Gear:
Headband of Vast Intelligence +2 4000gp
Cloak of Protection 1000gp\
Wand of Vanish 750gp
Wand of Air Bubble 750gp
Pearl of Power 1 (x2) 2000gp (1 used)

Spell like ability: Dancing Lights 3/day.
---------------------SORCERER SPELLS----------------
Known
0- Open/Close, Prestidigiation, Mage Hand, Disrupt Undead

1-4/day Comprehend Languages, Ray of Enfeeblement

----------------------SPELLS---------------------------

Wizard P=Prepared, S=School spell
0-All known (Except Divination, Necromancy)
4 prepped= Light, Detect Magic, Message, Ray of Frost

Level 1
4/day+1 school DC=15,(16 Evocation, Conj)
S-Burning Handsx2 (CL7),
Color Spray,
Grease,
Snowball

Level 2
3/day+1 school DC=16, (17 Evocation, Conj)
S-Burning Arc x2,
Create Pit,
Summon Monster 2

--------------------------WIZARD SPELLBOOK---------------
Known level 1=8:Sleep, Air Bubble, Color Spray, Vanish, Touch of Gracelessness, Grease, Ear Piercing Scream, Burning Hands, Shield, Protection from Evil, Snowball, SM1, Unseen Servant, Magic Missile, Floating Disc, Alter Winds, Touch of the Sea, Enlarge Person

Known level 2-4Burning Arc, Create Pit, Invisibility, Summon Monster 2
----------------------------SCROLLS----------------------

Create Pit, Invisibility x2 , Summon Monster 2,

Chatterbeak:

CHATTERBEAK
Male Raven
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+2 Dex,+2 Size,+3 Natural)
hp 14 (5HD)
Fort +3, Ref +4, Will +8

--------------------
OFFENSE
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4, min1)
Space 2-1/2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse

Skills:
Ranks as per master.
Perception 6 ranks+3Feat+2Wis=11
Languages - Common
SQ Improved Evasion (Ex), Share Spells, Deliver Touch Spells
--------------------
SPECIAL ABILITIES
--------------------
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

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