Full Name |
Marcel DuBois |
Classes/Levels |
[Genealogy] Lore +9, [ALL OTHERS] Lore: +7, Medicine +7, Nature +9, Occult +9, Perform +11, Religion +9, Society +11, Stealth +14, Thievery +10 |
Gender |
CG|Sorcerer (Shadow) [Cosmos Oracle Dedicaiton] 7 | AC 23 | HP 72/72 | Fort +12 | Reflex +12| Will +11| Hero Points: 0| Perception +11 |Spell DC 25 | Acrobatics +12, Arcana +7, Athletics +7, Crafting +7, Deception +13, Diplomacy +11, Intimidate +11, |
About Marcel DuBouis
Character Name: Marcel DuBouis
Ancestry & Heritage: Human, Versatile Heritage
Background: Noble
Class: Sorcerer
Size: Medium
Alignment: CG
Traits: Human, Humanoid
Deity: Nethys
Languages: Common, Draconic
Ability Scores:
Str Mod: 10 Str Score: []
Dex Mod: 16 Dex Score: [+2 Human, , +2 1st, +2 5th]
Con Mod: 16 Con Score: [+2 Noble, +2 1st, +2 5th]
Int Mod: 10 Int Score: []
Wis Mod: 14 Wis Score: [+2, 1st +2 5th]
Cha Mod: 19 Cha Score: [+2 Human, +2 Noble, +2 Sorcerer, +2 1st, +1 5th]
Armor Class
AC = (23) (Dex [3] or Cap[]) *T*EML + (Item [1])
Unarmored: *T*EML Light: TEML Medium: TEML Heavy: TEML
Shield ( ) Hardness: Max HP ()/BT () Current HP ()
Saving Throws
Fortitude: (12) Con [3] + Prof [9] + Item [0] T*E*ML
Reflex: (12) Dex [3] + Prof [9] + Item [0] *T*EML
Will: (11) Wis [2] + Prof [9] + Item [0] T*E*ML
Hit Points: Max [72] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [11] Wis[2] + Prof [9]+ *T*EML + Item []
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon:Quarterstaff [9]= Str [0] + Prof [9] + *T*EML + Item []
Dice [d6] + Str[] + W Spec[] + Other [] + Traits []
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: *T*EML ; Unarmed: *T*EML; Martial: TEML ; Advanced: TEML ; Expert: TEML
Skills
Acrobatics: [12]= Dex [3]+ Prof [9] + *T*EML + Item [] - Armor []
Arcana: [7]= Int [0]+ Prof [7] + TEML + Item []
Athletics: [7]= Str [0]+ Prof [7] + TEML + Item [] - Armor []
Crafting: [7]= Int [0]+ Prof [7] + TEML + Item []
Deception: [13]= Cha [4]+ Prof [9] + *T*EML + Item []
Diplomacy: [11]= Cha [4]+ Prof [7] + TEML + Item []
Intimidation: [11]= Cha [4]+ Prof [7] + TEML + Item []
[Genealogy] Lore: [9]= Int [0]+ Prof [9] + *T*EML + Item []
[ALL] Lore: [7]= Int [0]+ Prof [7] + TEML + Item []
Medicine: [7]= Int [0]+ Prof [7] + TEML + Item []
Nature: [9]= Int [0]+ Prof [9] + *T*EML + Item []
Occultism: [9]= Int [0]+ Prof [9] + *T*EML + Item []
Performance: [11]= Cha [4]+ Prof [7] + TEML + Item []
Religion: [9]= Int [0]+ Prof [9] + *T*EML + Item []
Society: [11]= Int [0]+ Prof [11] + T*E*ML + Item []
Stealth: [14]= Dex [3]+ Prof [11] + T*E*ML + Item [] - Armor []
Survival: [7]= Int [0]+ Prof [7] + TEML + Item []
Thievery: [10]= Dex [3]+ Prof [7] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Heritage 1st: Versatile
Feat 1st: General Training
Feat 5th: Clever Improvisation
Skill Feats:
Background: Courtly Grace- You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
2nd: Steady Balance- You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
4th: Schooled in Secrets- You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.
6th:Pilgrim’s Token- You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first. Special If you select this feat at 1st level, you receive your pilgrim’s token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim’s token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token’s material and quality and the religious significance of the site; the more significant the location, the easier the attunement.
General Feats:
Versatile Human: Toughness- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 459).
Human General Training: Fleet- You move more quickly on foot. Your Speed increases by 5 feet.
3rd: Fast Recovery- Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
5th Human: Clever Improvisation: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
7th: A Home in Every Port
Class Feats and Abilities:
Feature 1st: Shadow Bloodline: Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a –1 status penalty to Perception for 1 round.
Feature 1st: Spell Repertoire:
Feature 1st: Sorcerer Spellcasting
Feat 1st: Reach Spell- You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Feat 2nd: Oracle Dedication- Choose a mystery (page 72). You become trained in Religion and the mystery’s skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery’s curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You’re trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. Special You can’t select another dedication feat until you have gained two other feats from the oracle archetype.
Cosmos- You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.
Feature 3rd: Signature Spells- You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately.
If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
Feat 4th: Basic Oracle Spellcasting- You gain the basic spellcasting benefits (page 150). When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.
Feature 5th: Magical Fortitude- Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.
Feat 6th: Advanced Bloodline- You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Feature 7th: Expert Spellcaster: Increase Proficiency to Expert
Bonus Feats:
Inventory:
Bulk [] ; Encumbered [] = 5 + Str[] ; Maximum []= 10 + Str[]
CP: ; SP: ; GP: ; PP:
Focus Spells (2 pt):
Dim the Light [Reaction-You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don’t have cover and aren’t otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then. ]
- Steal Shadow [2 actions, 60 ft range, 1 creature, Saving Throw Fort, Sustained up to 1 minute. Critical Success: The target is unaffected. Success: The target is enfeebled 1 for 1 round. Failure: The target takes 3d4 negative damage and is enfeebled 1 for the spell’s duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn’t cast a shadow. Critical Failure: As failure, but the target is enfeebled 2. Heightened (+1) The damage when the spell is cast and when it is sustained increases by 1d4.]
Magic Tradition: Occult
Spell Attack Roll: [12]=Key [4] + Prof [8] + *T*EML
Spell DC: [12]= 10+ Key [4] + Prof [8] + *T*EML
Cantrips (5): Chill Touch*, Daze, Light, Shield, Telekinetic Projectile
Spells:*= Bloodline Spells, Bold=Signature Spells
L 1 (4/4):Grim Tendrils*, Mage Armor, Ray of Enfeeblement, Soothe
L 2 (4/4): Darkness*, See Invisibility, Sound Burst, Spiritual Weapon
L 3 (4/4): Chilling Darkness*, Agonizing Despair, Haste, Vampiric Touch
Magic Tradition: Divine
Spell Attack Roll: [10]=Key [2] + Prof [8] + *T*EML
Spell DC: [20]= 10+ Key [2] + Prof [8] + *T*EML
Cantrips (2): Disrupt Undead, Stabilize
L1 (1/1): Bless
L2 (1/1): Restoration
Character Name: Marcel DuBouis
Ancestry & Heritage: Human, Versatile Heritage
Background: Noble
Class: Sorcerer
Size: Medium
Alignment: CG
Traits: Human, Humanoid
Deity: Nethys
Languages: Common, Draconic
Ability Scores:
Str Mod: 10 Str Score: []
Dex Mod: 16 Dex Score: [+2 Human, , +2 1st, +2 5th]
Con Mod: 16 Con Score: [+2 Noble, +2 1st, +2 5th]
Int Mod: 10 Int Score: []
Wis Mod: 14 Wis Score: [+2, 1st +2 5th]
Cha Mod: 19 Cha Score: [+2 Human, +2 Noble, +2 Sorcerer, +2 1st, +1 5th]
Armor Class
AC = (22) (Dex [3] or Cap[]) *T*EML + (Item [1])
Unarmored: *T*EML Light: TEML Medium: TEML Heavy: TEML
Shield ( ) Hardness: Max HP ()/BT () Current HP ()
Saving Throws
Fortitude: (11) Con [3] + Prof [8] + Item [0] T*E*ML
Reflex: (11) Dex [3] + Prof [8] + Item [0] *T*EML
Will: (10) Wis [2] + Prof [8] + Item [0] T*E*ML
Hit Points: Max [62] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [10] Wis[2] + Prof [8]+ *T*EML + Item []
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon:Quarterstaff [8]= Str [0] + Prof [8] + *T*EML + Item []
Dice [d6] + Str[] + W Spec[] + Other [] + Traits []
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: *T*EML ; Unarmed: *T*EML; Martial: TEML ; Advanced: TEML ; Expert: TEML
Skills
Acrobatics: [12]= Dex [3]+ Prof [8] + *T*EML + Item [1] - Armor []
Arcana: [4]= Int [0]+ Prof [3] + TEML + Item [1]
Athletics: [3]= Str [0]+ Prof [3] + TEML + Item [] - Armor []
Crafting: [3]= Int [0]+ Prof [3] + TEML + Item []
Deception: [12]= Cha [4]+ Prof [8] + *T*EML + Item []
Diplomacy: [7]= Cha [4]+ Prof [3] + TEML + Item []
Intimidation: [7]= Cha [4]+ Prof [3] + TEML + Item []
[Genealogy] Lore: [8]= Int [0]+ Prof [8] + *T*EML + Item []
[ALL] Lore: [3]= Int [0]+ Prof [3] + TEML + Item []
Medicine: [4]= Int [0]+ Prof [3] + TEML + Item [1]
Nature: [8]= Int [0]+ Prof [8] + *T*EML + Item []
Occultism: [9]= Int [0]+ Prof [8] + *T*EML + Item [1]
Performance: [7]= Cha [4]+ Prof [3] + TEML + Item []
Religion: [8]= Int [0]+ Prof [8] + *T*EML + Item []
Society: [12]= Int [0]+ Prof [8] + T*E*ML + Item []
Stealth: [11]= Dex [3]+ Prof [8] + *T*EML + Item [] - Armor []
Survival: [3]= Int [0]+ Prof [3] + TEML + Item []
Thievery: [6]= Dex [3]+ Prof [3] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Heritage 1st: Versatile
Feat 1st: General Training
Feat 5th: Clever Improvisation
Skill Feats:
Background: Courtly Grace- You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
2nd: Steady Balance- You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
4th: Schooled in Secrets- You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.
6th:Pilgrim’s Token- You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first. Special If you select this feat at 1st level, you receive your pilgrim’s token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim’s token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token’s material and quality and the religious significance of the site; the more significant the location, the easier the attunement.
General Feats:
Versatile Human: Toughness- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 459).
Human General Training: Fleet- You move more quickly on foot. Your Speed increases by 5 feet.
3rd: Fast Recovery- Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
5th Human: Clever Improvisation: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Class Feats and Abilities:
Feature 1st: Shadow Bloodline: Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a –1 status penalty to Perception for 1 round.
Feature 1st: Spell Repertoire:
Feature 1st: Sorcerer Spellcasting
Feat 1st: Reach Spell- You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Feat 2nd: Oracle Dedication- Choose a mystery (page 72). You become trained in Religion and the mystery’s skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery’s curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You’re trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. Special You can’t select another dedication feat until you have gained two other feats from the oracle archetype.
Cosmos- You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.
Feature 3rd: Signature Spells- You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately.
If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
Feat 4th: Basic Oracle Spellcasting- You gain the basic spellcasting benefits (page 150). When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.
Feature 5th: Magical Fortitude- Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.
Feat 6th: Advanced Bloodline- You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Bonus Feats:
Inventory: staff [0 gp, Bulk 1, d4 B damage, 2 hand d8]
Adventuring Pack [15 sp, Bulk 1; The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.]
Material Component Pouch [5 sp; Bulk L]
10 Minor Healing Potions [40 gp; Bulk Lx10, d8 HPs]
Healer's Gloves [80 gp; Bulk L; +1 Medicine checks; Activate [one-action] Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.]
Hat of the Magi [50 gp; Bulk -; Gain +1 Arcana and Prestidigitation cantrip as an innate spell]
Bracers of Dashing [58 gp; Bulk L; This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item
bonus to Acrobatics checks. Activate [one-action] command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. ]
Bag of Holding, Type 1 [75 GP; Bulk 1; Carries up to 25 Bulk]
Lesser Rope of Climbing [45 gp, Bulk L; This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. Activate [one-action] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can’t extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following
commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. ]
Pendant of the Occult [60 GP; Bulk -; +1 Occultism checks, Guidance Cantrip as Innate spell]
Bulk [4.3] ; Encumbered [5] = 5 + Str[0] ; Maximum []= 10 + Str[]
CP: ; SP: ; GP: 40 ; PP:
Focus Spells (2 pt):
[Dim the Light [Reaction-You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a Stealth check to Hide, and you can become hidden to a creature even if you don’t have cover and aren’t otherwise concealed from that creature. You cease being hidden at the end of your turn unless you move into cover or become concealed before then. ]
- Steal Shadow [2 actions, 60 ft range, 1 creature, Saving Throw Fort, Sustained up to 1 minute. Critical Success: The target is unaffected. Success: The target is enfeebled 1 for 1 round. Failure: The target takes 3d4 negative damage and is enfeebled 1 for the spell’s duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, when you Sustain the Spell, you can throttle the shadow to deal 3d4 negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn’t cast a shadow. Critical Failure: As failure, but the target is enfeebled 2. Heightened (+1) The damage when the spell is cast and when it is sustained increases by 1d4.]
Magic Tradition: Occult
Spell Attack Roll: [15]=Key [4] + Prof [11] + T*E*ML
Spell DC: [25]= 10+ Key [4] + Prof [11] + T*E*ML
Cantrips (5): Chill Touch*, Daze, Light, Shield, Telekinetic Projectile
Spells:*= Bloodline Spells, Bold=Signature Spells
L 1 (3/4):Grim Tendrils*, Mage Armor, Ray of Enfeeblement, Soothe
L 2 (1/4): Darkness*, See Invisibility, Sound Burst, Spiritual Weapon
L 3 (2/4): Chilling Darkness*, Agonizing Despair, Haste, Vampiric Touch
L 4 (1/3):Phantasmal Killer*, Enervation, Fly
Magic Tradition: Divine
Spell Attack Roll: [10]=Key [2] + Prof [8] + *T*EML
Spell DC: [20]= 10+ Key [2] + Prof [8] + *T*EML
Cantrips (2): Disrupt Undead, Stabilize
L1 (0/1): Bless
L2 (1/1): Restoration
Innate Spells: Prestidigitation, Guidance