Sorcerer/1 | HP 11/11 | AC 12(16 w/ Mage Armor) T 12 FF 10(14 w/ MA) | CMB +0 CMD 12 | Fort +2 Ref +3 Will +2 | Init +6 Perception +0
Gender
Male
Size
Medium
Age
20
Alignment
Neutral Good
Languages
Common, Terran
Strength
10
Dexterity
14
Constitution
12
Intelligence
10
Wisdom
11
Charisma
20
About Taladrius Syre
Taladrius Syre
Male human (Chelaxian) Sorcerer 1
NG Medium humanoid (human)
Init +6; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+1+1FCB+Toughness)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Longspear - +0(1d8/x3)
Ranged Light Crossbow - +2(1d8/19-20 x2)
Special Attacks Elemental Ray - +2(1d6 Acid)
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 11, Cha 20
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative; Toughness; Eschew Materials
Traits Focused Mind, Deft Dodger
Adventure Skills Knowledge(Arcana) +4; Spellcraft +4; Use Magic Device +9
Background Skills Appraise +4; Linguistics +1
Languages Common, Terran
Combat Gear Light Crossbow, Crossbow Bolts(20), Longspear
Other Gear backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches(10), trail rations(5 days), waterskin, Alchemist's Firex1
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Special Abilities
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Bloodline: Elemental(Earth)
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 Power:
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.
Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Deft Dodger:
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.
Background:
Taladrius is the eldest of 4, and spent the majority of his childhood helping to raise his siblings and doing what he could around his parents' farm in Kassen. Around when his youngest sister was born, his powers began to manifest. The occasional melted tool or seared hand-print left behind. He and his parents feared he might harm someone. After the priests and clerics of the church confirmed it wasn't a possession or anything malicious, Taladrius was sent to the town wizard who provided him with books to study and helped him focus his new powers.
After a few years he had his powers mostly under control and found that his family had a link to one of the elements; earth. He still does leave small burn marks in stressful moments, but nothing serious. He is now only looking for something to test his new abilities with, and prove he is in cotrol. The upcoming retrieval of the Everflame might be just what he is looking for.
Appearance and Personality:
Taladrius has blonde hair and green eyes. His is of average height and build. He didn't inherit his father's muscular build, but he did get his mother's charm.
Having to manage his siblings growing up, he always aims to make sure everyone is satisfied equally. He is always looking for ways to prove or test his new found powers, and can sometimes be overconfident in his abilities.