Khonnir

Solomon Black's page

No posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).


About Solomon Black

Solomon Black
Male human fighter 2/evoker 3
NG Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 19, touch 12, flat-footed 18 (+6 armor, +1 deflection, +1 Dex, +1 shield)
hp 35 (5 HD; 3d6+2d10+7)
Fort +6, Ref +3, Will +4 (+1 vs. fear)
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Offense
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Speed 30 ft.
Melee +1 longsword +9 (1d8+7/19-20) or
. . dagger +7 (1d4+6/19-20)
Ranged mwk composite longbow +5 (1d8+5/×3) or
. . ranged touch attack +4 (varies by spell/ability)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—force missile (1d4+1)
Evoker Spells Prepared (CL 5th; concentration +8)
. . 2nd—force sword, mirror image, scorching ray
. . 1st—burning hands (DC 15), magic missile, shield, true strike
. . 0 (at will)—detect magic, grasp, mage hand, ray of frost
. . Opposition Schools Conjuration, Necromancy
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Statistics
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Str 18, Dex 13, Con 12, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +7; CMD 19
Feats Arcane Armor Training, Arcane Strike, Combat Casting, Eschew Materials, Power Attack, Spell Focus (evocation), Weapon Focus (longsword)
Traits armor expert, magical knack
Skills Acrobatics +1, Appraise +7, Climb +7, Escape Artist +1, Handle Animal +3, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +10, Ride +4, Spellcraft +11, Survival +5 (+7 to avoid becoming lost)
Languages Azlanti, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Undercommon
SQ arcane bond (+1 longsword)
Combat Gear potion of cure light wounds (2), potion of darkvision, wand of cure light wounds (50 charges), wand of magic missile (50 charges); Other Gear mithral chainmail, mwk buckler, +1 longsword, arrows (20), dagger, mwk composite longbow (+3 Str), cloak of resistance +1, ring of protection +1, wayfinder[ISWG], backpack, bedroll, trail rations (10), 532 gp
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (+1 longsword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

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