Bard

Makerling "The Sterling"'s page

No posts. Organized Play character for GM Harpwizard.


Race

Gnome

Classes/Levels

Sorcerer 2

About Makerling "The Sterling"

Chronicles:

Thornkeep, The Accursed Halls (3/3/15)
#5-08 The Confirmation (6/8/15)

XP: 4

Makerling "The Sterling"
Male gnome sorcerer 2
LN Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +8
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 17 (2d6+7)
Fort +2, Ref +1, Will +4; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +2 (1d3/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Sorcerer Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—magic missile, sleep (DC 14)
. . 0 (at will)—detect magic, ghost sound (DC 14), light, mage hand, ray of frost
. . Bloodline Djinni
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Statistics
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Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 17
Base Atk +1; CMB +0; CMD 11
Feats Eschew Materials, Toughness
Traits eyes and ears of the city, upstanding
Skills Acrobatics +1 (-3 to jump), Bluff +7, Diplomacy +8, Intimidate +7, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +8, Profession (merchant) +7, Sense Motive +2, Spellcraft +7, Use Magic Device +7; Racial Modifiers +2 Perception, +2 Profession (merchant)
Languages Common, Dwarven, Gnome, Kelish, Sylvan
SQ electricity ray, gnome magic
Other Gear dagger, backpack, belt pouch, flint and steel, ink, black, inkpen, journal, mirror, soap, torch (10), trail rations (5), waterskin, 114 gp, 1 sp
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Special Abilities
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Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Electricity Ray (1d6+1 electricity damage, 6/day) (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 electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.