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About Mas'udDescription:
4 Word Character Sketch:
Curious, Loud, Opinionated, Violent Background overview:
TBD
Combat Stats:
Init +2 (+2 Dex)
Movement 20' Eternal Hope: 1/Day, after rolling a 1 on a d20, reroll BAB+4 Melee+3 Ranged+7 CMB+1 (Str -2, Dex +2, +/-1 Size)
AC14 T13 F11 CMD11 (Bracers +1, Dex +2, Size +/-1) HP42 (1x6+7x4+8xCon +1) Elemental Resistance (Ex): Energy Resistance (Fire) 10 Fort +4 (Base +2, Con +1, Cloak +1)
Warded Against Witchery: +1 trait bonus vs spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
Magic:
Concentration Check: +16+ from + 8 (level) + 6 (Cha) + 2 (Focused Mind) (+ 1 Pyromaniac for Fire spells only) (+ 4 Combat Casting to Cast Defensvely)
Spellcaster Level Check: +8+ from 8 (level) (+ 1 Pyromaniac for Fire spells only) Elemental Ray (9/9 Per Day): 30' Ranged Touch for 1d6+2 Fire Spells Per Day
Once Per Day: 4th Caster Level
Spells Known:
1: DC 17 (+1 for Fire) +2
2: DC 18 (+1 for Fire) +2
3: DC 19 (+1 for Fire) +2
4: DC 20 (+1 for Fire) +1
Skills & Languages:
2 + 2 (int) for 4 trained skills/level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional) + 2-Acrobatics 2+0+0- AC Penalty + 2 Appraise 2+0+0 + 6 Bluff 6+0+0 - 2-Climb -2+0+0- AC Penalty + 2 Craft (any) 2+0+0 + 6 Diplomacy 6+0+0 + 6 Disguise 6+0+0 + 2-Escape Artist 2+0+0-AC Penalty + 2-Fly 2+0+0-AC Penalty - 1 Heal -1+0+0 + 6 Intimidate 6+0+0 +11 Knowledge (Arcana) 2+4+3+2 Academician + 9 Knowledge (Nature) 2+4+3 - 1 Perception -1+0+0 + 6 Perform (any) 6+0+0 + 2-Ride 2+0+0-AC Penalty - 1 Sense Motive -1+0+0 + 9+Spellcraft 2+4+3(+1 identify spells cast by evil arcane spellcasters) + 2-Stealth 2+0+0-AC Penalty - 1 Survival -1+0+0 - 2-Swim -2+0+0- AC Penalty +13 Use Magic Device 6+4+3 AC Penalty -0 Languages Known: Common, Gnome, Sylvan, Draconic, Elven
Feats and Traits:
** Feats **
S Eschew Materials 1 Combat Casting 3 Elemental Focus (Fire) ** Traits **
Advancement thoughts:
Gear:
8500 GP budget
4000 Headband of Alluring Charisma +2 2000 Handy Haversack (5#)+ 1000 Bracers of Armor +1 1000 Cloak of Protection +1 ...1 Small Shortspear 1d4/x2/20'/1.5# P ...2 Small Dagger 1d3/19+/10'/.5#/PorS FREE Outfit, Explorer's (Small) 2# 497 GP remain, 7# carried <= 15# light (by armor)
Sorcerer (Elemental Fire):
Alignment: Any.
Hit Die: d6. Class Skills: The Sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at each Level: 2 + Int modifier. Class Features Spells Per Day Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 3 - - - - - - - - 2nd +1 +0 +0 +3 — 4 - - - - - - - - 3rd +1 +1 +1 +3 Bloodline power, bloodline spell 5 - - - - - - - - 4th +2 +1 +1 +4 — 6 3 - - - - - - - 5th +2 +1 +1 +4 Bloodline spell 6 4 - - - - - - - 6th +3 +2 +2 +5 — 6 5 3 - - - - - - 7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4 - - - - - - 8th +4 +2 +2 +6 — 6 6 5 3 - - - - - 9th +4 +3 +3 +6 Bloodline power, bloodline spell 6 6 6 4 - - - - - 10th +5 +3 +3 +7 — 6 6 6 5 3 - - - - 11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4 - - - - 12th +6/+1 +4 +4 +8 — 6 6 6 6 5 3 - - - 13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4 - - - 14th +7/+2 +4 +4 +9 — 6 6 6 6 6 5 3 - - 15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 6 6 6 6 6 6 4 - - 16th +8/+3 +5 +5 +10 — 6 6 6 6 6 6 5 3 - 17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4 - 18th +9/+4 +6 +6 +11 — 6 6 6 6 6 6 6 5 3 19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4 20th +10/+5 +6 +6 +12 Bloodline power 6 6 6 6 6 6 6 6 6 Spells Known Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 - - - - - - - - 2nd 5 2 - - - - - - - - 3rd 5 3 - - - - - - - - 4th 6 3 1 - - - - - - - 5th 6 4 2 - - - - - - - 6th 7 4 2 1 - - - - - - 7th 7 5 3 2 - - - - - - 8th 8 5 3 2 1 - - - - - 9th 8 5 4 3 2 - - - - - 10th 9 5 4 3 2 1 - - - - 11th 9 5 5 4 3 2 - - - - 12th 9 5 5 4 3 2 1 - - - 13th 9 5 5 4 4 3 2 - - - 14th 9 5 5 4 4 3 2 1 - - 15th 9 5 5 4 4 4 3 2 - - 16th 9 5 5 4 4 4 3 2 1 - 17th 9 5 5 4 4 4 3 3 2 - 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 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 (see Arcane Spells and Armor). Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. 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 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. 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. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Elemental Bloodline (Fire) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Class Skill: Knowledge (planes). Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th). *These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element. Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse. 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. Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below. Element Energy Elemental Movement Air Electricity Fly 60 feet (average) Earth Acid Burrow 30 feet Fire Fire +30 feet base speed Water Cold Swim 60 feet 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. Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20. Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet. Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. Gnome:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. Blended View: Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. This replaces keen senses. Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This replaces weapon familiarity. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Attributes:
20 Point
Base Race Level Gear Current -2 x8 -2 x6 +0 x6 +0 S x6 -2 x5 14 +0 14 +0 14 +0 D 14 +2 x1 11 +2 13 +0 13 +0 C 13 +1 x5 14 +0 14 +0 14 +0 I 14 +2 -2 x8 +0 x8 +0 x8 +0 W x8 -1 13 17 +2 19 +1 20 +2 H 22 +6 |