ValBaine

Drixel Von Hielsen's page

38 posts. Organized Play character for Valjoen_KC.


Full Name

Drixel Von Hielsen

Race

Human

Classes/Levels

Sorcerer/5 - Core | Init +3 | Per +0 | HP 32/32| AC 15, 12flat, 14touch, 19mage | Fort +4 | Reflex +5 | Will +5 | Reach 10' | Move 30'

About Drixel Von Hielsen

Chronicles:

Crunch:
Drixel Von Hielsen - PFS #12 (core)
Male human sorcerer 5
NG Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
hp 32 (5d6+10)
Fort +4, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6-2)
Special Attacks long limbs (5 ft.)
Bloodline Spell-Like Abilities (CL 5th; concentration +11)
9/day—acidic ray (1d6+2 acid)
Sorcerer Spells Known (CL 5th; concentration +11)
2nd (6/day)—flaming sphere (DC 20), scorching ray, see invisibility
1st (8/day)—burning hands (DC 19), enlarge person (DC 17), obscuring mist, ray of enfeeblement (DC 17), shocking grasp
0 (at will)—acid splash, detect magic, disrupt undead, open/close (DC 16), prestidigitation, read magic
Bloodline Aberrant
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Statistics
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Str 7, Dex 16, Con 12, Int 9, Wis 10, Cha 22
Base Atk +2; CMB +0; CMD 14
Feats Eschew Materials, Greater Spell Focus (evocation), Spell Focus (evocation), Weapon Finesse, Weapon Focus (ray)
Traits ease of faith, resilient
Skills Bluff +10, Diplomacy +14, Intimidate +10, Knowledge (arcana) +3, Knowledge (nature) +0, Spellcraft +3, Survival +0 (+2 to avoid becoming lost), Use Magic Device +10
Languages Common
SQ bloodline arcana (+50% duration on polymorphs)
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Special Abilities
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Acidic Ray (1d6+2 acid, 9/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Long Limbs (5 ft.) (Ex) When making melee touch attacks can increases reach by +5 ft.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
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Feat Progression
1: Weapon Finesse
1: (H) Spell Focus: Evocation
3: Weapon Focus (Ray)
5: Greater Spell Focus: Evocation
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Gear:
Magic Items
Amulet of natural armor +1
Cloak of resistance +1
Headband of alluring charisma +2
Ring of protection +1
Wayfinder[ISWG]

Armor & Weapons
Mithral Buckler
Quarterstaff

Handy Haversack
Wand of cure light wounds
Wand of mage armor (50 charges)
Wand of reduce person (50 charges)
Alchemist's fire
Antitoxin
Holy water (2)
Sack
Soap
Waterskin

Money3,428gp, 8 sp, 9 cp

Boons:
Snowmask Induction You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

[ ][ ][ ]Ally of the Green: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute.

Wish List: