| Full Name |
Thurim of Cryingleaf |
| Race |
| HP: 8/8| AC: 13 (12 Tch, 11 Fl) | CMB: -1 CMD:11 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +9, SM: +2 |
| Classes/Levels |
| Speed 30ft | |Spells: lvl0:4/4, lvl1:2 / 2Active conditions: None. |
| Gender |
Male Elf Sorcerer (Wildblooded) (Sage) 1 |
About Thurim of Cryingleaf
Thurim
Elf sorcerer (wildblooded) 1 (Pathfinder RPG Ultimate Magic 70)
N Medium humanoid (elf)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +4; +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . elven curve blade -1 (1d10-1/18-20)
Ranged sling +2 (1d4-1)
Sorcerer Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—arcane bolt (1d4 force)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), magic missile
. . 0 (at will)—detect magic, haunted fey aspect[UC], read magic, scrivener's chant
. . Bloodline Sage
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting, Eschew Materials
Traits eyes and ears of the city, life of toil
Skills Knowledge (arcana) +10, Knowledge (planes) +5, Knowledge (religion) +8, Perception +9, Spellcraft +10 (+12 to identify magic item properties), Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ arcane focus[ARG], elven magic
Other Gear haramaki[UC], dagger, elven curve blade, sling, sling bullets (20), masterwork backpack[APG], trail rations (6), waterskin, 10 gp, 8 sp
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Special Abilities
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Arcane Bolt (1d4 force, 7/day) (Su) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
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