Priest of Pharasma

Miron Belodor's page

152 posts. Alias of Rabscuttle.


Full Name

Miron Belodor

Race

| HP: 12/12 (normal max 14) | AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: -0 Ref: 2 Will: 2 | Init: +6 | Perc: -1 SM: -1

Classes/Levels

| Speed 30ft | Cold Steel: 5/5; 1st Spells: 3/5; Wand of Magic Missile (2 charges) | Active Conditions: Mage Armor, -2 CON

Gender

Male N Human Sorcerer 2

Size

Medium

Age

15

Languages

Common

Strength 14
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 8
Charisma 15

About Miron Belodor

Background:
Miron was born to simple farmers and had fate not intervened would have grown up to be a simple farmer too. But during the harsh winter of <a few years ago>, the worst that any one could remember seeing, Miron disappeared while walking home one night from the town proper. Due to the severe blizzard, a search party could not even be organised until a few days later, and it wasn't until a week and a half after he disappeared that he staggered home, shivering, but seemingly unscathed. Miron himself could not say where he had been - all that he knew was that he had lost his way in the snow, collapsed under a tree and fallen unconscious. He had no memory of the lost time, and did not know who or what had enabled him to survive - all he knew was that he felt cold.
As winter turned to spring, and spring to summer, still Miron felt cold. At midsummer he was still rugged up in his winter gear, shivering despite the sweat. The town healers were unable to help, what was affecting Miron was not natural - it must be some strange magical affliction. He was bounced around between a few of the smart residents, until at one point old Moltus Vargidan got a look at him, who, in a rare moment of lucidity and frankness told Miron, "Don't know who put it in you, but the ice is part of you now, boy. You can let it out, but you can't get rid of it - you'd be getting rid of yourself." He offered to watch over Miron, then promptly forgot about it. Still, Miron found he was welcome at the Vargidan grounds, and found out - through hanging around with Moltus's various children - how to produce some magical effects. Producing magic finally gave Miron some brief respite from the constant cold he feels, but it is brief, and the terrible chill returns each time.

Statistics:
STR: 14 = Base: 14
DEX: 14 = Base: 14
CON: 8 = Base: 10; Misc: (-2) User Modifier
INT: 10 = Base: 10
WIS: 8 = Base: 8
CHA: 15 = Base: 15

Fort: +0 = Base: +0; CON: -1; Trait: (+1) Life of Toil
Ref: +2 = Base: +0; DEX: +2
Will: +2 = Base: +3; WIS: -1

AC: 16 = Base: (+10); Dexterity: (+2); Armor: (+4) Spell: Mage Armor
Touch: 12
FF: 14

BAB: 1
CMB: 3 = BAB: (+1); Strength: (+2)
CMD: 15 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+2)

Init: +6 = Dexterity: +2; Misc: (+4) Improved Initiative
Speed: 30ft
HP: 12
Languages: Common

Attacks:

Melee
Shortspear +3 (1d6+3, x2)
Touch +3 (Varies, x2)
+1 Dagger +4 (1d4+3, 19-20/x2)
Shortspear +3 (1d6+4, x2) (Arcane Strike)
+1 Dagger +4 (1d4+4, 19-20/x2) (Arcane Strike)
Ranged
Ranged Touch +3 (Varies, x2)
Crossbow, light +3 (1d8, 19-20/x2)

Skills:

Acrobatics: 2 = +2 DEX
Appraise: 0 = +0 INT
Bluff: 2 = +2 CHA
Climb: 2 = +2 STR
Diplomacy: 2 = +2 CHA
Disguise: 2 = +2 CHA
Escape Artist: 2 = +2 DEX
Fly: 2 = +2 DEX
Heal: -1 = -1 WIS
Intimidate: 2 = +2 CHA
Knowledge (arcana): 6 = +2 ranks; +0 INT; Trait: (+1) Discerning Eye; Misc: (+3) Class Skill
Knowledge (planes): 4 = +2 ranks; +2 CHA
Perception: -1 = -1 WIS
Profession (Farmer): 4 = +2 ranks; -1 WIS; Misc: (+3) Class Skill
Ride: 2 = +2 DEX
Sense Motive: -1 = -1 WIS
Sleight of Hand: 4 = +2 ranks; +2 DEX
Spellcraft: 5 = +2 ranks; +0 INT; Misc: (+3) Class Skill
Stealth: 2 = +2 DEX
Survival: 3 = +1 rank; -1 WIS; Misc: (+3) Class Skill
Swim: 2 = +2 STR
Use Magic Device: 6 = +1 rank; +2 CHA; Misc: (+3) Class Skill

Race Features:
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*


Class Features:
Weapon Proficiency: You are proficient with all Simple weapons.
Eschew Materials (Core 71): You gain Eschew Materials as a bonus feat.*
Boreal Bloodline (APG 136): You are descended from the land of ice and snow.
  • Bloodline Arcana (APG 136): Whenever you cast a spell with the cold descriptor, you increase the spell’s save DC by 1.*
  • Cold Steel (Sp) (APG 136) (5 /day): You can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 1 rounds. You can use this ability 5 times a day.


Traits:
Life of Toil (UCa 60): You gain a +1 trait bonus on Fortitude saves*.
Planar Savant (UCa 55): You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.*
Discerning Eye (Custom): Gain a +1 bonus to Knowledge (arcana)


Feats:
Arcane Strike (Core 118): As a swift action, for 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction.
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Eschew Materials (Core 123): You can cast many spells without needing to utilize minor material components.

[spoiler=Equipment]Shortspear, Light crossbow, Dagger, 10 x Bolts, crossbow, Masterwork Backpack, Grappling Hook, 5 x Rations, trail (per day), Tent, Cold-weather outfit, Waterskin, Hammer, 3 pitons, Wand of magic missile, scroll of scorching ray


Spells:

Sorcerer
0th (DC 12): Detect Magic, Disrupt Undead, Flare, Light, Prestidigitation, Ray of Frost, Touch of Fatigue
1st (DC 13): Color Spray, Mage Armor

Headers:

None:
AC: 12 Touch: 12 FF: 10 | CMB: 3 CMD: 15 | Fort: 0 Ref: 2 Will: 1 | Init: +6 | Perc: -1 SM: -1

Mage Armor:
AC: 16 Touch: 12 FF: 14 | CMB: 3 CMD: 15 | Fort: 0 Ref: 2 Will: 1 | Init: +6 | Perc: -1 SM: -1