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About Pad The PyroCharacter Sheet:
DEFENSE AC: 15 (+1 size, +4 armor) Flat AC: 15 Touch AC: 11 HP: 167 Fortitude: +14 Reflex: +9 Will +14 CMD: 13 (10 -3 Str +7 BA -1 size) Fire Resist 5 OFFENSE
KNOWN SORCERER SPELLS CL 16 (+2 evocation, +2 fire spells, +2 CL checks); +26 Concentration; +2 DC for evocation spells 0 (at will): Mending, Message, Mage Hand, Light, Detect Magic, Read Magic, Open/Close, Spark, Ghost Sounds
SKILLS & PROFICIENCIES
Feats, Traits & SA:
FEATS Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Greater Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. Varisian Tattoo: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows: Dancing Lights (Evocation). Bloatmage Initiate: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature). Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.) Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.) Quickened Spell (bonus): Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.) checks. Toughness (bonus): You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. Spell Perfection--Force Punch: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell. TRAITS Excitable (racial): You gain a +2 trait bonus on all Initiative checks. Magical Lineage-Fireball (magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. 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. 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. Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. SPECIAL ABILITIES Tinkering (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks. This ability replaces his bonus Eschew Materials feat. Seeker Lore (Ex): By 3rd level, a seeker has already learned much about his bloodline, and is more comfortable using the bonus spells gained by that bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. This ability replaces the bloodline power gained at 3rd level. Seeker Magic (Su): At 15th level, a seeker becomes skilled at modifying his bloodline spells with metamagic. When a seeker applies a metamagic feat to any bonus spells granted by his bloodline, he reduces the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities. Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Brass Dragon (Fire, 60' line) Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). 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. Equipment:
MAGICAL GEAR: Ring of Freedom of Movement, Ring of Arcane Spell Knowledge IV, Headband of Charisma+6, Orange Prism Ioun Stone, Scarlet and Blue Ioun stone (+1 bonus Will save from Wafinder), Tome of Leadership & Influence +1 (consumed), Belt of Constitution+4, Lesser Metamagic Rod of Empower, Blazing Robes, Cloak of Resistance+4, Necklace of Adaptation, Trapspringer's Gloves, Eyes of the Eagle, Handy Haversack, Lesser Metamagic Rod of Elemental Spell (Acid), Jade Wayfinder, Heal scroll, MUNDANE EQUIPMENT: Cold weather outfit, hot weather outfit, noble outfit, signet ring, jewelry (100 gp), smoke goggles, ear plugs, chirurgeon's kit, chronicler's kit, deluxe dungeoneering kit, wizard's kit, MW thieves' tools, 4/5 stoneskin components, 4,875 gp Background:
Pad likes fires. |