Full Name |
Eurkar |
Race |
Human Barbarian 1/Sorcerer 1 |
Classes/Levels |
AC 16, T 12, FF 14|HP 21/21|F+4/R+2/W+2|Init +2|Per+3|CMD 17 |
Gender |
Male |
Size |
Med |
Age |
18 |
Alignment |
CN |
Deity |
Calistria |
Languages |
Common |
Occupation |
None |
Strength |
18 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
8 |
Charisma |
12 |
About Eurkar
EURKAR
CR 1
Male Human Barbarian 1 / Sorcerer 1
CN Medium humanoid (human)
Init +2; Senses Perception +3,
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, )
hp 21 (1d12)+(1d6)+5
Fort +4, Ref +2, Will +2
OFFENSE
Speed 40 ft., Fast Movement
Melee masterwork greataxe (two handed) +6 ((two handed) 1d12+6/x3)
Melee claw +5/+5 (1d4+4)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks Claws (2, 1d4+4, 4 rounds/day),
Known Sorcerer Spells (CL 1st, concentration +2):
1st (4/day) - shield (DC ) , true strike (DC )
0th (at will) - acid splash , detect magic , light , prestidigitation (DC 11)
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Eschew Materials, Power Attack
Skills Acrobatics +6, Acrobatics (When Jumping) +10, Bluff +1, Climb +8, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Heal -1, Intimidate +5, Knowledge (Arcana) +5, Perception +3, Perform (Untrained) +1, Ride +2, Sense Motive -1, Stealth +2, Survival -1, Swim +8, Use Magic Device +5,
Languages Common
SQ Bloodline Arcana (acid spells deal +1 damage per die), Bonus Feat, Cantrips, Draconic Bloodline, Fast Movement, Rage, Skilled, Spells, Weapon and Armor Proficiency,
Possessions masterwork greataxe; explorer's outfit; mithral shirt; Backpack [ Bedroll; Grappling Hook; Piton (x4); Rope (50 ft.); Hammer; ]; Belt Pouch [ Wand of Cure Light Wounds; Trail Ration (x4); Bolt (x6); ]; Waterskin ; Light Crossbow ;
SPECIAL ABILITIES
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Barbarian ~ Uncanny Dodge Tracker
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana Whenever you cast a spell with the acid descriptor, that spell deals +1 point of damage per die rolled.
Bloodline Powers The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for 4 rounds per day. These rounds do not need to be consecutive.
Copper The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. Copper dragons are associated with the acid energy type and have a 60-foot line breath shape.
Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Draconic Bloodline ~ Bonus Spells
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 11 + the spell level.
Standard Rage
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.