Sound Warrior

Ledt's page

451 posts. Organized Play character for Balacertar.


Race

| Senses +0

Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10

Classes/Levels

Male Halfling Sorcerer 5 | - (Inactive)

Gender

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4

About Ledt

PFS Chronicles (id: 134452-6 Core):

Prestige points: 20 (Mage armor Wand, CLW wand, Faerie Fire wand)
Fame: 26
Experience: 13.5
Chronicles: - Chronicles copy archive

1) 1.0/0; PbP Gameday 3 GM Reward - Sylph boon
2) 1.1/2; #0-05 Mists of Mwangi - PbP
3) 1.2/3; Module - The Master of the Fallen Fortress - PbP - GM
4) 2.0/5; First steps, Part I - In service to Lore - PbP
5) 2.1/7; #0-06: Black Waters - PbP - GM
6) 2.2/9; #0-01: Silent Tide - PbP - Pregen
7) 3.0/11; #0-04: The Frozen Fingers of Midnight
8) 3.1/13; #1-39: The Citadel of Flame - GM
9) 3.2/15; #0-02: The Hydra's Fang Incident (Core) - PbP
10) 4.0/17; #7-01: Between the lines - GM
11) 4.1/19; #3-19: The Ice Bound Outpost - PbP
12) 4.20/21; #4-15: The Cyphermage Dilemma - PbP - GM
13) 4.25/22; #2-21: The Dalsine Affair - PbP
14) 5.00/23; #7-14: Faithless and Forgotten, part I: Let Bygones Be - PbP (p)
15) 5.05/24; #0-23: Tide of Morning - PbP - GM (p)
16) 5.10/25; #6-06: Hall of the Flesh Eaters - PbP
17) 5.15/26; #1-49: Among the Dead - PbP
18) ??????; #1-35: Voice in the Void - PbP

Relevant boons
- Elemental Ancestry (Air) #1: You may play a Sylph character.
- Paragon of the Society #1 [0/3]: You may add a +4 luck bonus on any d20 roll before it is made, or a +2 after making the roll but before knowing if it is successful. Cross this boon after the third use.
- Yagevna family #7: +2 Diplomacy on Irrisen when mentioning the Yagevna family and how you helped them.
- Chelish Embasy boon #9: The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
- Andoren Embassy boon #9: The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
- Inner Struggle #10: Cross the boon when failing a save against a mind-affecting compulsion effect. Get stunned 1 round but can repeat the save at the end of it.
- Debt of Cyphers #12: Rescued Hirako Gurukaza. When in Riddleport, can check with him to get a +2 on Knowledge (arcana) and Linguistic checks. Your connections give you a +2 Diplomacy on all gather information checks at Riddleport.
- Riddleport Respect #12: +2 Intimidate while at the City of Cyphers.
- Shadow Lodge signet #13: +4 circumstance Disguise bonus to masquerade as a Shadow Lodge agent (150 gp).
- Gloomspire Explorer #16 [ ]: While adventuring in the Gloomspires (Sevenfingers’s tomb), you get +2 on Perception. Checking the box you gain the bonus on any one scenario.

Faction Journal Cards
#7, #11, # Free slaves, captives or hostages
#13 Defy local tradition to help your mission
#8, #10, #12, #, # GM the scenario

LEDT
Male Halfling Sorcerer 5
CG Small humanoid (halfling)
Init +4; Senses Perception +0

DEFENSE
AC 20, touch 15, flat-footed 16 (+4 Dex, +1 shield, +1 size, +4 mage armor)
hp 37 (5d6+10+5)
Fort +6 (2 Con, 1 class, 1 luck, 2 resistance), Ref +8 (4 Ref, 1 class, 1 luck, 2 resistance), Will +5 (-2 Vol, 4 class, 1 luck, 2 resistance) [+2 vs. fear]
Resistance 10 electricity

OFFENSE
Speed 20 ft.
Ranged darkwood crossbow (light) (small) +8 (1d6/19-20), within 30 ft. +9 (1d6+1) (2 BAB, 4 Dex, 1 mwk, 1 size, 1 feat)
Ranged Elemental ray (touch) +9 (1d6+3) 20/x2 electrical 30' [includes Point-Blank-Shot] (2 BAB, 4 Dex, 1 size, 2 feat)
Melee dagger (small/cold iron) +0 (1d3-3/19-20) (2 BAB, -3 Str, 1 size)
Ranged dagger (small/cold iron/thrown) +7 (1d3-3/19-20), within 30 ft. +8 (1d3-2) (2 BAB, 4 Dex, 1 size, 1 feat)
Special Attacks elemental ray (1d6+2, 8/day)

Attack templates:

[dice=ray+PB (touch, precise shot)]1d20+8+1[/dice]
[dice=Ray of Enfeeblement Str damage+PB]1d6+2[/dice] For DC 16 for half
[dice=Scorching Ray electrical damage+PB]4d6+1[/dice]
[dice=Elemental Ray electrical damage+PB]1d6+2+1[/dice]

STATS
Str 5, Dex 18, Con 14, Int 14, Wis 7, Cha 20
Ability increase: +2 Dex/+2 Cha/-2 Str racial, +1 Dex 4th, +2 Cha item
Base Atk +2; CMB -2 (2 BAB, -3 Str, -1 size) CMD 12 (10, 2 BAB, -3 Str, 4 Dex, -1 size)
Feats Eschew Materials, Point-Blank Shot, Precise Shot, Weapon Focus (ray)
Traits
Scholar of the Great Beyond: +1 trait bonus on K. history and K. planes, and K. history is always a class skill.
Magical Lineage: When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Skills: (4x5=20) Acrobatics +6 (4 Dex, 2 racial), Appraise +2 (2 Int, class), Bluff +11 (5 Cha, 2 rank, 3 class, 1 competence), Climb -1 (-3 Str, 2 racial), Craft (Alchemy) +6 (2 Int, 1 rank, 3 class), Diplomacy +6 (5 Cha, 1 competence), Disguise +5 (5 Cha), Escape Artist +4 (4 Dex), Fly +6 (4 Dex, class, 2 size), Handle animal +6 (5 Cha, 1 rank), Heal -2 (-2 Wis), Intimidate +9 (5 Cha, 1 rank, 3 class), K. arcana +8 (2 Int, 3 rank, 3 class), K. history +8 (2 Int, 2 rank, 3 class, 1 trait), K. planes +8 (2 Int, 2 rank, 3 class, 1 trait), Linguistics +3 (2 Int, 1 rank), Perform (Untrained) +5 (5 Cha), Ride +4 (4 Dex), Sense Motive -2 (-2 Wis), Sleight of Hand +4 (4 Dex), Spellcraft +8 (2 Int, 3 rank, 3 class), Stealth +8 (4 Dex, 4 size), Survival -2 (-2 Wis), Swim -3 (-3 Str), Use Magic Device +12 (5 Cha, 4 rank, 3 class), Concentration +10 (5 Cha, 5 level)
Languages Common, Halfling, Goblin, Auran, Draconic
SQ Bloodline Arcana, Cantrips, Elemental Bloodline (Air), Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon and Armor Proficiency, Weapon Familiarity, Elemental resistance
Favoured class (sorcerer): 5xHP

SPECIAL ABILITIES
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 type to Electricity.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Elemental Bloodline (Air) 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.
Elemental Ray (Sp) 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 +½ levels (1d6+2). You can use this ability 8 times per day.
Eschew Materials
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

SPELLS
(CL 5rd; concentration +10)

0th (at will; 6 known)
dancing lights
detect magic
mage hand
ray of frost
daze (Will 15 mind-affecting; humanoids)
ghost sound (Will 14)

1st level (8/day; 5 known)
burning hands* (Ref 16)
grease (Ref 16; no SR)
enlarge person
protection from evil
ray of enfeeblement (For 16; 1d6+2 Str)

2nd level (5/day; 3 known)
scorching ray*
web (Ref 17; no SR)
invisibility

EQUIPMENT:

Weapons
darkwood light crossbow, 375 gp 4 lbs
bolts x10, 1 gp 1 lbs
silver bolts x10, 21 gp
cold iron dagger, 4 gp 1 lbs

Worn
cold outfit, 8 gp
scholar's outfit, 0 gp 2 lbs
cloak of resistance +2, 4000 gp
scroll case, 1 gp 0.5 lbs
headband of alluring charisma +2, 4000 gp
mithral buckler, 1005 gp (0% arcane failure)
handy haversack, 2000 gp 5 lbs

Scroll case
Comprehend languages scroll, 25 gp
Erase scroll, 25 gp
Magic weapon scroll, 25 gp
Protection from evil scroll, 25 gp
Endure elements scroll, 25 gp
Remove fear scroll (UMD 21), 25 gp

Backpack
food rations [x3], 0.5 gp
waterskin, 1 gp

Belt
Cure Light Wounds wand (50 38 [#16] 15 charges)
Mage armor wand (48 45 [#16] 44 [#17] 43 [#18] 42 charges)
Faerie fire wand (50 49 charges)
Summon monster I wand (CL 3, 9 8 charges; #3)
Disguise Self I wand (CL 1, 5 5 charges; #4), 75gp
Knock wand (CL 3, 11 11 charges; #4), 990gp

Slotless
cracked mulberry pentacle ioun stone #2, 400gp (+1 competence to Bluff and Diplomacy)

Gold earned: 150+509+479+417+550+463+477+1182+767+1186+1295+970+630+1850/2+20+1375/2=107 07.5 gp (#15)
#16 659
#17 1598
=12964.5 gp
Gold spend: 116+300+75+135+75+21+1000+990+400+8 = 3120 gp
#15 -2000 (handy haversack) -3000 (+2 cloak improvement)
#16 -3.5 (food+water)
#17 -0
= -8123.5 gp
#18 -4000 (Headband of Cha +2)
Gold remaining: 12964.5-8123.5 = 4841.0 gp

Progress ideas:

Feats: Great Fortitude, Improved Initiative, Empower Spell

Current adventure equipment
ring of climbing (+5 competence to climb)