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About DroreckDroreck (as he likes to have people call him) has a much longer formal name. That is:
Back home, some of his "friends" came up with other nicknames for him than the one he picked. Things like:
Quick Background:
The citizens of Chlachan Glòrmhor depend heavily upon magic to protect their homes from the destructive properties of magma, but they also use it as a never-ending supply of energy. Their smithies and forges turn out some truly amazing work, most of which never reaches the surface, so very few citizens of Taldor know the village exists. This tribe is almost always at war with the Gouged Eye orcs, fighting from below while the Taldorian army fights them from above. Droreck had a wonderful childhood: learning, exploring, and developing his innate magical abilities. As he reached the age of majority, though Droreck found himself falling into predictable patterns, found himself putting up with maintaining his known experiences instead of seeking out new ones. He decided to go out into the world and learn more, see more, do more, to ensure that he would live the long life he deserves. This is why he wanders into Heldren. It very simply lies between his home and the more important parts of the human lands he found himself wandering. Combat Stats:
Init +1 (Dex+1)
Speed 20' Melee +0, Ranged; Finesse +2; CMB -2/+0 (BAB+0, Str-1, Dex+1, size +/-1) Magic effects/spells +2 by effect/spell
Point Blank Shot: +1 attack/damage with ranged attacks w/i 30' of target AC 12, T12, FF11, CMD9 (Armor 0, Dex+1, Size+/-1, BAB+0, Str-1) HP 7 (6+1xCon+1) Fort +1 (Base+0, +1 Con)
Magic:
** Spells Known **
Racial: 1/day each, exactly 1 bonus/day to any one of these, DC 14 Dancing Lights Flare Prestidigitation Produce Flame Cantrips: DC 14 Acid Splash Detect Magic Mending Spark Level 1: 4/day, DC 15 Ear-Piercing Scream Shocking Grasp Elemental Ray (Fire): 7/7.5 remaining for 1d6+1 fire damage
Skills & Languages:
2 + Int 2 = 4 Adventuring & 2 Background skills per Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 1-Acrobatics (Dex) +1+0+0+ACP + 2 Appraise (Int) 2+0+0 + 5 Bluff (Cha) 4+0+0+1 Gift of Tongues - 1-Climb (Str) -1+0+0+ACP + 8 Craft (Jewelry) (Int) 2+1+3+2 Obsessive {Background} + 1 Craft (Other) (Int) +1+0+0 + 5 Diplomacy (Cha) 4+0+0+1 Gift of Tongues + 4 Disguise (Cha) 4+0+0 + 1-Escape Artist (Dex) 1+0+0+ACP + 1-Fly (Dex) 1+0+0+ACP + 1 Heal (Wis) 1+0+0 + 4+Intimidate (Cha) 4+0+0(+2 Dimdweller) + 7 Knowledge (arcana) (Int) 2+1+3+1 Adaptive Magic + 6 Knowledge (planes) (Int) 2+1+3 + 3 Linguistics (Int) 2+1+0 {Background} + 1+Perception (Wis) 1+0+0(+2 Dimdweller) + 1 Profession (Wis) 1+0+0 + 1-Ride (Dex) 1+0+0+ACP + 1 Sense Motive (Wis) 1+0+0 + 6 Spellcraft (Int) 2+1+3 + 1~Stealth (Dex) 1+0+0+ACP(+2 Dimdweller) + 1 Survival (Wis) 1+0+0 - 1-Swim (Str) -1+0+0+ACP + 9 Use Magic Device (Cha) 4+1+3+1 Adaptive Magic ACP: -0 Languages Known: Common (Taldane), Draconic, Gnome, Ignan, Orc, Sylvan, Undercommon
Feats & Traits:
** Feats **
S Eschew Materials 1 Point Blank Shot 3 <Precise Shot> 5 <Elemental Focus (Fire)> S <Skill Focus (Knowledge [planes])> 7 <Spell Focus (Evocation)?> 9 <Spell Penetration> 11 <Selective Spell> S <Empower Spell> 13 <Greater Spell Penetration> 15 <Greater Elemental Focus (Fire)> 17 <Greater Spell Focus (Evocation)?> S <Dodge> 19 <?> ** Traits **
For 101 spent and 15.5# weight (~10.5# w/o Pack), leaving 49 GP on hand. Light <= 20# [23# w/ pack](By armor)
Sorcerer (no archetype; elemental fire bloodline) with Automatic Bonus Progression:
Alignment: Any. Hit Die: d6. Starting Wealth: 2d6 x 10 gp (average 70 gp). Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at each Level: 2 + Int modifier. Class Features Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 2nd +1 +0 +0 +3 — 3rd +1 +1 +1 +3 Bloodline power, bloodline spell, resistance +1 4th +2 +1 +1 +4 Armor attunement +1, weapon attunement +1 5th +2 +1 +1 +4 Bloodline spell, deflection +1 6th +3 +2 +2 +5 Mental prowess +2 7th +3 +2 +2 +5 Bloodline feat, bloodline spell, physical prowess +2 8th +4 +2 +2 +6 Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1 9th +4 +3 +3 +6 Bloodline power, bloodline spell, armor attunement +2, weapon attunement +2 10th +5 +3 +3 +7 Deflection +2, resistance +3 11th +5 +3 +3 +7 Bloodline spell, mental prowess +4 12th +6/+1 +4 +4 +8 Physical prowess +4 13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell, mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2 14th +7/+2 +4 +4 +9 Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3 15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell, armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4 16th +8/+3 +5 +5 +10 Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3 17th +8/+3 +5 +5 +10 Bloodline spell, Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5 18th +9/+4 +6 +6 +11 Deflection +5, mental prowess +6/+4/+2 r +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5 19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell, 3 legendary gifts 20th +10/+5 +6 +6 +12 Bloodline power, 5 legendary gifts (8 total) Spells Per Day
Spells Known
Lava Gnome:
Racial Traits +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable. Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Gnomes can take this trait in place of weapon familiarity. Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Favored Class Bonus: Add 1/2 use per day of Elemental Ray per Sorcerer level Attributes:
20 Point Buy Base Race Level Magic Current xx 10 -2 x8 +0 x8 +0 S x8 -1 x3 13 +0 13 +0 13 +0 D 13 +1 xx 10 +2 12 +0 12 +0 C 12 +1 x5 14 +0 14 +0 14 +0 I 14 +2 x2 12 +0 12 +0 12 +0 W 12 +1 10 16 +2 18 +0 18 +0 H 18 +4 |