Lem

Ray Hogan's page

301 posts. Organized Play character for PJP.


Full Name

Jameson "Ray" Hogan

Race

Halfling

Classes/Levels

Sorcerer 3 HP 13/29 AC 14 Tch 14, FF 11; F: +1, R: +5, W: +4; Init: +5, Perc +2, SM +0; Active Conditions: none

Gender

Male

Size

Small

Age

24

Alignment

LG

Strength 8
Dexterity 16
Constitution 8
Intelligence 10
Wisdom 10
Charisma 20

About Ray Hogan

#150786-22
XP 7 / PP 11 / FP 11

Notes:

Botting Instructions:

If in combat, Ray likes to fire magical bursts at his opponents, trying to stay just within point blank range (30 feet) to gain the +1 to attack and damage.

He can fire Ray of Frost continuously (+7 to hit touch AC, 1d3+1 dmg), and you can go ahead and use Acid Ray or magic Missile or ray of enfeeblement if they aren't gone yet.

If they are undead, he will spam Disrupt Undead since it does more damage.

Reduction Benefits:

REDUCE PERSON
School transmutation; Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.

Reduce person can be made permanent with a permanency spell.

Jameson "Ray" Hogan
LG Halfling Sorcerer (Earth Elemental) 3 (Core)
Init +5 ; Perception +2 , Sense Motive +0
Languages: Common, Halfling
Faction: Grand Lodge

HP 14 (1d6 -1 Con +1 FC/4-1+1/4-1+1)

DEFENSE
AC 14 (+3 Dex +1 Size), touch 14, flat-footed 11
CMD 11 (10 -1 Str +3 Dex -1 Size)
Fort +1 (+1 class -1 Con +1 race)
Ref +5 (+1 class +3 Dex +1 race)
Will +4 (+3 class +0 Wis +1 race)

Defensive Abilities
+2 racial bonus on all saving throws against fear
Acid resistance 10

OFFENSE
Speed 20 ft
Base Attack +1; Melee Touch +1; Ranged Touch +5 (+1 size)
CMB -2 (-1 Str -1 size)

Melee
Dagger +1 (+1 BAB -1 Str +1 size) Dmg 1d3-1 (-1 Str)

Ranged
Ray of Frost +7 (+1 BAB +4 Dex +1 Size +1 PBR), Dmg: 1d3+1 cold
Dagger +7 (+1 BAB +4 Dex +1 Size +1 PBR); Dmg: 1d3-1 10' Range
Sling +6 or +7 PBR (+1 BAB +4 Dex +1 Size +1 PBR); Dmg: 1d3-1 50' range

Mythic Power: 8 of 9 remaining

Spell Allotment
0: * (DC 15)
1: 6 of 6 (DC 16)

Acid Ray: 8 of 8 remaining; Ranged touch attack (30ft): +6 (+1 BAB +3 Dex +1 size +1 PBR); Damage: 1d6 + 2 (+1/2 lvl +1 PBS);
Concentration Check: 1d20+3 (+ 1 CL +5 Cha)

Spells Known (5 / 2)
0: (5) Ray of Frost, Disrupt Undead, Read Magic, Dancing Lights, Detect Magic
1: (3+BL) Magic Missile, Ray of Enfeeblement, Reduce Person (Shrink Ray!), Burning Hands*
* - Acid based

STATISTICS
Abilities Str 8 (-1), Dex 16 (+3), Con 8 (-1), Int 10 (+0), Wis 10 (+0), Cha 20 (+5)

SKILLS 6 (2/2/2)
Acrobatics +5 (+3 Dex +2 race)
Appraise* +4 (1 rank +0 Int +3 class)
Bluff* +10 (1 rank +5 Chr +3 class +1 trait)
Climb +1 (-1 Str +2 race)
Craft(choice)* - (+0 Int)
Diplomacy* +10 (1 rank +5 Chr +3 class +1 trait)
Disguise +5 (+5 Chr)
Escape Artist +3 (+3 Dex)
Fly +3 (+3 Dex)
Heal +0 (+0 Wis)
Intimidate +10 (1 rank +5 Chr +3 class +1 trait)
Knowledge(arcana)* - (+0 Int)
Knowledge(planes)* - (+0 Int)
Perception +2 (+0 Wis +2 race)
Ride +3 (+3 Dex)
Sense Motive +0 (+0 Wis)
Spellcraft* +4 (+1 rank +0 Int +3 class skill)
Stealth +6 (+2 Dex +4 size)
Survival +0 (+0 Wis)
Swim -1 (-1 Str)
Use Magic Device* +9 (1 rank +5 Chr +3 class)

The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Elemental bloodline adds Knowledge(planes)

EQUIPMENT
Courtier's Outfit (30 gp)
Signet ring (5 gp)
Earring (25 gp)
Jeweled ring (50 gp)
Gold chain (40 gp)

Sling
Bullets, sling (10) (1 sp - 5 lb)
Scroll, Color Spray
Scroll, Shield
Scroll, Comprehend Languages
Wand of ray of enfeeblement (15 charges)
Scroll of Mage Armor x2
Scroll of Reduce person x2

Backpack 2
Bedroll 0.2
5 map/scroll cases 10
Chalk (10) 1
Candles (10) 0.1
Flint & steel 1
Rations (5 days) 2.5
Rope, silk 50' 10
Spade,/shovel 2
Tent 10
Waterskin (3) 3
Acid (3) 30
Alchemist's fire (3) 60
Antitoxin (3) 150
Holy water (4) 100
Traveller's outfit 1
Saddlebags 4
Saddle, riding 10
Camel 150

COINS
PP – 0
GP – 3236
SP – 2
CP – 0

FEATS
Eschew Materials (Sorcerer bonus)
Point Blank Range (1st Level choice)
Precise Shot (3rd level choice)

TRAITS
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Scorching Ray, treat its actual level as 1 lower for determining the spell's final adjusted level.

Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you.

SPECIAL ABILITIES
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings 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: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Elemental
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 Type Elemental Movement
Earth Acid Burrow 30 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.

Planning:

S 0 -2 8 (meh)
D 5 +2 16 (dex and spell aim)
C -2 8 (not planning on combat)
I 0 10 (hate low int, plus some illusion)
W 0 10 (perc)
Ch 17 +2 20 (sorcerer + face)

Weapon Focus: Ray
Precise Shot

BOONS
Gift of the Ghaele (1.1) One time only, cast aid, detect thoughts, lesser restoration or see invisibility as spell-like ability.
Pharasma's Blessing (1.2) One time only, reroll an attack vs undead or a save against an undead creature's ability or effect.

BACKGROUND

HISTORY
1.1 The Night March of Kalkamedes (+1XP/+2PP/+2FP/+513GP) Start Gold 49.9 End: 562.9
Cast Mage Armor from scroll
1.2 The Godsmouth Heresy (+3XP/+4PP/+4FP/+1398GP) Start: 562.9 End: 1470.9
Purchase wand of ray of enfeeblement (16 charges, 240gp from first chronicle), and 2 scrolls of Mage Armor, and 2 scrolls of Reduce person (another 100gp).
Used 1 charge Wand of ray of enfeeblement
Spent 150 gp on coutier outfit, rings and chain (150 gp total)

Added sorcerer level 2

2.2 Destiny of the Sands Part 1 (+1XP/+2PP/+2FP/+516GP) Start: 1470 End: 1986

2.3 Destiny of the Sands Part 2 (+1XP/+2PP/+2FP/+515GP) Start: 1986 End: 1954.2
Purchases: 546.8 in gear

3.1 Destiny of the Sands Part 3 (+1XP/+1PP/+1FP/+1282GP) Start: 1954.2 End: 3236.2