Baron Galdur Vendikon

Hannar the Wild's page

466 posts. Organized Play character for philipjcormier.


Full Name

Hamnar the Wild

Race

human (ulfen)

Classes/Levels

sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

Gender

male

Size

m

Age

20

Alignment

NG

Deity

pharsma

Languages

common, skald

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 19

About Hannar the Wild

hp: 32 ac: 13 touch: 13 flat-footed: 11 (+4 from mage armor)(+4 from shield)
fort: 4 reflex: 4 will: 5 Init:+4
bab: 2 cmb: 2 cmd: 15(13)

elemental ray(sp) +4(+5) 1d6+1/2L(+2)(+1); 30' range; ranged touch
ranged touch attacks +4(+5)
staff +2 1d6
dagger +2(+4)(+5) 1d4(+1); 10'

SKILLS: diplomacy(+9); knowledge(arcana)(+8); knowledge(planes)(+8); spellcraft(+8)

FEATS: eschew materials; point-blank shot; precise shot; spell focus (Evocation); greater spell focus (Evocation)

TRAITS: focused mind (concentration+2)
reactionary(initiative +2)

BLOODLINE: Elemental(fire)
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Elemental Ray(Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Energy Resistance(ex): resist Fire: 10

MAGICAL EQUIPMENT: wayfinder(inside pocket); cure light wound potions (4/4); scroll of lesser restoration (2/2); wand of magic missile (1L; 12/15); cloak of resistance(+1); Page of Spell Knowledge (Color Spray); ring of protection(+1); scroll of Mage Armor(6L; 150 GP each)(6/6).

EQUIPMENT: anti-toxin(2); explorer's outfit(worn); cold-weather outfit; backpack; staff; dagger; belt pouch; flint & steel; holy symbol (wooden; Pharsma); trail rations (4/4); waterskin.

Concentration: +10

Spells: DC=14+L; Evocation (+2); Spells cast: 1L: 0/7; 2L: 0/5.
cantrips: detect magic; disrupt undead; light; mending; prestidigitation; read magic
1L: burning hands; color spray; mage armor; magic missile; protection from evil; shield.
2L: Glitterdust; spiderclimb.