Full Name |
Raknir |
Classes/Levels |
Sorcerer/3 HP 20/20 AC17/T 12/FF 15 Fort +2/Ref +3/ Will +2 Init +2 Perc +6|Sense Motive -1|Active conditions: mage armor |
Gender |
M |
Size |
M |
Age |
18 |
Strength |
13 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
8 |
Charisma |
18 |
About Raknir
Current XP 6
PP 6
Fame 9
Daily Expendables
1st-level Spells (6/day) [x] [x] [x] [x] [ ]
Claws (7 rounds/day) [x] [ ] [ ] [ ] [ ] [ ] [ ]
hp 20 (3d6+3+3)
Current hp
Male half-orc sorcerer 3
NG Medium humanoid (half-orc)
Init +2 (+2 DEX) Perception +6
DEFENSE
AC 13/12 touch/11 flatfooted (+2 DEX, +1 natural, +4 mage armor)
Fort +2, Ref +3, Will +2
Special Defenses Fire resistance 5
OFFENSE
Speed 30 ft.
Melee falchion +2 (2d4+1/18-20/x2), claws +2/+2 (1d4+1/x2)
Ranged light crossbow +3 (1d8/19-20/x2)
Special Attacks None
Spells Known (CL 3rd)
1st (6/day)-mage armor, burning hands (DC 16 Reflex; 3d4+3 fire damage), magic missile (2d4+2), mage armor (bloodline)
0 (at will)-detect magic, acid splash, mage hand, disrupt undead, prestidigitation
STATISTICS
Str 13, Dex 14, Con 12, Int 12, Wis 8, Cha 18
Base Atk +1; CMB +2; CMD 14
Feats
Toughness 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). (L1)
Spell Focus (evocation) (L3)
Skills
Intimidate +12 (3 ranks, +4 CHA, +3 class skill, +2 racial)
Knowledge (Arcana) +7 (3 ranks, +1 INT, +3 class skill)
Perception +6 (3 ranks, -1 WIS, +3 class skill, +1 trait)
Use Magical Device +11 (3 ranks, +4 CHA, +3 class skill, +1 trait)
Racial Modifiers +2 Intimidate
Note:
Traits
Observant (Grand Lodge Faction) It helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Languages Common (Taldane), Orc, Draconic
Combat Gear falchion, light crossbow, 20 bolts, backpack, bedroll, belt pouch (2), traveler's outfit, flint & steel, paper (2 pcs), ink, pen, sack (2), trail rations (6 days), waterskin, wayfinder, CLW wand 50 charges, 19 gp, 8 sp, 0 cp; #43 when carrying pack, #28 without pack
SQ None
SPECIAL ABILITIES
Favored Class: Sorcerer; +1 SR at L1-L3
Bloodline: Draconic (Gold)
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type (fire), that spell deals +1 point of damage per die rolled.
Bloodline Powers:
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.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.