Full Name |
Karsha |
Race |
Human |
Classes/Levels |
Sorcerer (Dragon blooded) 1. Hp 8. AC 16, touch 12, flat-footed 14 (+2 Dex, ) . F +1. R +2 W +3. Init +2. Perception +5. |
Gender |
Male |
Size |
Medium |
Age |
21 |
Alignment |
NG |
Strength |
13 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
16 |
About Karsha
KARSHA
Male Human Sorcerer 1. NG (Human). Init +2; Senses Perception +5,
DEFENSE: AC 12, touch 12, flat-footed 10 (+2 Dex, )Temporary Bonuses Applied Mage Armor,
hp 8 (1d6)+2. Fort +1, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Ranged sling +2 (1d4+1), within 30 ft. +3 (1d4+2)
Melee claw +1/+1 (1d4+1)
Melee dagger (bone) +1 (1d4+1/19-20)
Ranged dagger (bone/thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Melee spear (bone) (two handed) +1 ((two handed) 1d8+1/x3)
Ranged spear (bone/thrown) +2 (1d8+2/x3), within 30 ft. +3 (1d8+2)
Special Attacks Claws (2, 1d4+1, 6 rounds/day), Elemental Spit 6/day (1d6 electricity),
Known Sorcerer Spells (CL 1st, concentration +4):
1st (4/day) - mage armor (DC 14) , sleep (DC 14)
0th (at will) - dancing lights , detect magic , detect poison , ray of frost
Str 13, Dex 14, Con 12, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Fast Learner, Point-Blank Shot
Skills
Craft (Alchemy) +5,
Craft (Rope) +5,
Knowledge (Arcana) +5,
Perception +5,
Spellcraft +5,
Survival +7,
Languages Common, Read Lips
SQ Bloodline Arcana (electricity spells deal +1 damage per die), Bonus Feat, Cantrips, Draconic Bloodline, Skilled, Spells, Weapon and Armor Proficiency,
Possessions outfit (hot weather); sling bullets (10); dagger (bone); spear (bone); Sling ; Backpack, Common [ Bedroll; Waterskin (Filled); Sewing Needle; Flint and Steel; Torch; Twine (50 ft.); ];
SPECIAL ABILITIES
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 electricity 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.
Bronze 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. Bronze dragons are associated with the electricity energy type and have a 60-foot line breath shape.
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.
Child of Nature (Gozreh) The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
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 6 rounds per day. These rounds do not need to be consecutive.
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
Elemental Spit (Su) You can fire an elemental ray of electricity energy as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage. You can use this ability 6 times per day. This bloodline power replaces claws.
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st 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 13 + the spell level.
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.