Elf

Gerald Spalding's page

69 posts. Organized Play character for EwokBanshee.


Race

| CMB: +3, CMD: 13 | F: +3, R: +1, W: +1 | Init: +0 | Perc: +5, SM: -1 | Speed 20ft | Immune to Sleep Effects, +2 vs Enchantment | Spells: 1st: 1/2 |Focus: 0/5

Classes/Levels

Bot Me!:
[dice=Enhanced, Legacy]1d20+3+1+1[/dice] [dice=Damage, Enh., Leg.]2d6+3+1+1[/dice]

Gender

M NG Elf Occultist (BH) 1 | HP: 9/9 | AC: 19 (10 Tch, 19 FF)

Size

Bot Me!:
Gerald

Strength 16
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 9
Charisma 8

About Gerald Spalding

Name: Gerald Spalding
Sex: M Race: Elf Class/Level: Occultist (Battle Host) 1
Alignment: NG Size: M Type: Humanoid
Init +0; Senses: Low Light Vision
Favored Class Bonus: Occultist (HP), +8 skill points
Languages: Celestial, Common, Draconic, Elven, Sylvan, Orc

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor, +0 dex, +0 Nat Armor)
HP 10 (1d8 +1 Con +1 Favored Class)
Fort +3, Ref +1, Will +1

OFFENSE
Spd 20ft (In armour)
Melee Greatsword +3 (2d6+3, 19-20, S)

Melee Earthbreaker +3 (2d6+3, x3, B)

Ranged

STATISTICS:

Str 16 (+3), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 9 (-1), Cha 8 (-1)
BAB +0, CMB +3, CMD 13

Feats, Traits, Racial:

Feats
Power Attack:

Combat Casting:You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Traits
Focused Mind:You gain a +2 trait bonus on concentration checks.
Deft Dodger:You gain a +1 trait bonus on Reflex saves.

Racial Abilities
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Skills:
(4 skill points/level +4/level (Int)=8 - Class Skills in Bold, Skills in italics are not usable untrained)

Mod Ranks Attribute Name of Skill
+0 0 (dex) Acrobatics
+4 0 (int) Appraise
-1 0 (cha) Bluff
+3 0 (str) Climb
+10 1 (int) Craft (Traps)
-1 0 (cha) Diplomacy
-1 1 (dex) Disable Device
-1 0 (cha) Disguise
-5 0 (dex) Escape Artist
-5 0 (dex) Fly
** 0 (cha) Handle Animal
-1 0 (wis) Heal
-1 0 (cha) Intimidate
+8 1 (int) Knowledge (Arcana)
** 0 (int) Knowledge (Dungeoneering)
-- 0 (int) Knowledge (Engineering)
** 0 (int) Knowledge (Geography)
+8 1 (int) Knowledge (History)
+8 1 (int) Knowledge (Local)
** 0 (int) Knowledge (Nature)
-- 0 (int) Knowledge (Nobility)
-- 0 (int) Knowledge (Planes)
-- 0 (int) Knowledge (Religion)
-- 0 (int) Linguistics
+5 1 (wis) Perception
-1 0 (cha) Perform
-1 0 (wis) Profession
-5 0 (dex) Ride
-1 0 (wis) Sense Motive
-- 0 (dex) Sleight of Hand
+8 1 (int) Spellcraft
-5 0 (dex) Stealth
-1 0 (wis) Survival
+3 0 (str) Swim
+3 1 (cha) Use Magic Device

Spells:
Caster Level: 1 (Concentration +9 (13 vs combat checks))
Implement Abilities:
Mental Focus: 5/5
Transmutation
Resonant Power: Physical Enhancement I
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Focus Powers:
Legacy Weapon: As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Sudden Speed: As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

0 (at will) – Mage Hand

1 (2/day) – Lead Blades

Combat Gear
Masterwork Full Plate, Greatsword

Other Gear:

Masterwork Tools (Craft Traps)

Money
0 GP

Boons:

Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.

Description:

Gerald is a

History:

Gerald