Lizardfolk Sorcerer

Tamo A'chan's page

50 posts. Organized Play character for thunderspirit.


Full Name

Tamo A'chan

Race

Iruxi Sor4 | HP: 40/40 | AC: 17 (18 w/mage armor) | Fort: +7, Refl: +7, Will: +11 | Perc (T): +7 | Speed 25 |

Classes/Levels

Default exploration: Detect Magic | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

About Tamo A'chan

Tamo A'chan
Sorcerer 4
(lizardfolk, wetlander, humanoid)


Home Region: Sodden Lands (Hool Marsh)/Mwangi Expanse

Perception +9 [T];
Languages Common, Aklo, Iruxi, Cyclops
Skills Acrobatics +7 [T], Arcana +7 [E], Athletics +1, Crafting -1, Deception +4, Diplomacy +10 [T], Intimidation +4, Medicine +3, Nature +11 [E], Occultism -1, Performance +4, Religion +9 [T], Society +5 [T], Stealth +1, Survival +9 [T], Thievery +1, Lore (academia) +5 [T], Lore (architecture) +5 [T], Lore (lizardfolk lore) +5 [T]
Str +1, Dex +1, Con +1, Int -1, Wis +3, Cha +4
Items Backpack, Bedroll, Chalk (8), Flint and Steel, Rations (2), Rope, Torch (5), Waterskin, minor elixir of life (x2), holy water (2), bracers of missile deflection, staff of air, 151.18 gp
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AC 17; Fort +7, Refl +7, Will +11
HP 40; Resistances
Recognize Spell
Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest level of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.
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Speed 25 feet; Swim 15 feet
Melee staff of air +7 (two-handed d8), Damage 1d4+1 B

Arcane Known Spells DC 20, attack +10;
Cantrips detect magic ◈◈, electric arc ◈◈, prestidigitation ◈◈,
ray of frost ◈◈,
shield ◈
1st burning hands ◈◈, grease ◈◈, mage armor ◈◈,
magic missile force barrage ◈/◈◈/◈◈◈ ☆ (4 slots)
2nd acid arrow ◈◈, grim tendrils (H +1) ◈◈, web ◈◈◈
dispel magic ◈◈ ☆ (4 slots)

Arcane Evolution spellbook:

Primal Prepared Spells DC 19, attack +9
Cantrips stabilize ◈◈

Focus Spells (1 points)

ancestral memories:

Cast
Duration 1 minute
The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.

Heightened (6th) You temporarily become an expert in the skill you choose.

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Additional Feats Arcane Evolution, Breath Control, Hobnobber, Magaambyan Attendant Dedication (Cascade Bearers), Multilingual, Toughness, Wetlander Lizardfolk
Additional Specials Aquatic Adaptation, Claws, Imperial Bloodline, Signature Spells
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Notes: 3601-2006
Envoy's Alliance (Spells)

class DC: 10 + prof + CHA mod