About Ray Hogan#150786-22
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
HP 14 (1d6 -1 Con +1 FC/4-1+1/4-1+1) DEFENSE
Defensive Abilities
OFFENSE
Melee
Ranged
Mythic Power: 8 of 9 remaining Spell Allotment
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);
Spells Known (5 / 2)
STATISTICS
SKILLS 6 (2/2/2)
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
Sling
Backpack 2
COINS
FEATS
TRAITS
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
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
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
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
BOONS
BACKGROUND HISTORY
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
3.1 Destiny of the Sands Part 3 (+1XP/+1PP/+1FP/+1282GP) Start: 1954.2 End: 3236.2 |