Lem

Ray Hogan's page

296 posts. Organized Play character for PJP.


Full Name

Jameson "Ray" Hogan

Race

Halfling

Classes/Levels

Sorcerer 3 / Mythic 3 HP 29/29 AC 21 Tch 21, FF 18; F: +1, R: +5, W: +4; Init: +8, Perc +2, SM +0; Mythic 8/9 Active Conditions: Mage Armor, Shield

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 6 / PP 10 / FP 10

Notes:

Each one is a different shape that is commonly used in Ancient Osiriani fashion when cutting four different precious gems: sapphire, emerald, topaz, and ruby respectively from southwest to northeast.
The common colors for these gems are blue, green, yellow, and red respectively.

Order of colour in Spectrum is Red, Orange, Yellow, Green, Blue, Indigo, Violet

Mythic Rules:

Sage blessed template

You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability; HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the mythic heroics ability.
Mythic Heroics: Choose two of the following abilities.
Heroic Dodge: You gain a +1 dodge bonus to your AC.
Heroic Resilience: You gain a +1 bonus on saving throws.
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.
Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.

Versatile Surge: You can expend one use of mythic power to do any of the following. Except when noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.
Player Handout #3 wrote:
Mythic Rules Reference

The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

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 +8 (+3 is from mythic) ; Perception +2 , Sense Motive +0
Languages: Common, Halfling
Faction: Grand Lodge

HP 29 (mythic adds 15 to 14 normal) (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

Current Scenario
scroll of bless, a scroll of magic weapon, a scroll of ghostbane dirge, and a scroll of resist energy.

COINS
PP – 0
GP – 1440 (1470+516-546)
SP – 1
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 (current) Start: 1954.2