Othlo Janke

Tolbold Cotton's page

218 posts. Alias of trawets71.


Full Name

Tolbold Cotton

Race

Halfling

Classes/Levels

Sorcerer 6| AC 19 T 15 FF 12 | HP 37/37 | F +6 R +7 W +8; +2 vs. Fear| Init +3 | Perc +3

Gender

Male

Size

Small

Alignment

Neutral Good

Languages

Common, Dwarven, Goblin, Halfling

Occupation

35800/53000 XP

Strength 11
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 12
Charisma 17

About Tolbold Cotton

Character Sheet:

Size Small
Init +3; Perception +3

DEFENSE
AC: 19/15 Flat AC: 16/12 Touch AC: 15 (+4 mage armor, +1 deflection, +3 dex, +1 size)
HP: 37 (6d6+12)
Fortitude: +6 Reflex: +7 Will: +8; +2 vs. Fear
Resistances: Acid 10

OFFENSE
Speed: 20
Ranged: Ray of Frost +8 (1d3+1) Range: 30' (Acid or Cold damage)
Ranged: Acid Ray +8 (1d6+4) Range: 30'
Ranged: Sling +7 (1d3) Range: 50'
Melee: Longspear +4 (1d6/X3) Brace, Reach
Melee: Dagger +4 (1d3)(19-20/x2)

STATISTICS
Str 11, Dex 16, Con 14, Int 14, Wis 12, Cha 17
Languages: Common, Dwarven, Goblin, Halfling
Base Atk +3; CMB +2; CMD 16

Skills
Appraise +9 (4), Craft: Jewelry +13 (6), Kn: Arcana +11 (6), Kn: Local +7 (1), Kn: Planes +6 (1), Perception +3 (0) , Spellcraft +11 (6), UMD +12 (6) Total: 30

Favored Class: Sorcerer +1 skill point per level.

4th Level Stat Inc: Cha

Sorcerer Abilities:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

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
Earth Acid Burrow 30 feet

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.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Feats and Traits:

FEATS
1- Point Blank Shot
1- Eschew Materials (Class bonus)
3- Precise Shot
5- Craft Wondrous Item

TRAITS

Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice). Jewelry.

Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you. Kn: Local

RACIAL TRAITS

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.

Gear:

Artisan's outfit (1#), Dagger 2gp (.5#), Longspear 5gp (4.5#), Sling, 10 Sling Bullets 1sp (2.5#), Handy Haversack 2000gp (5#), Bedroll 1sp (1.25#), Winter blanket 5sp (.75#), Scroll Case 1gp (.5#), flint and steel 1gp, a mess kit 2sp (1#), belt pouch 1gp (.125#), 5 days trail rations 2.5gp (1.25#), waterskin 1gp (1#), Mwk Jeweler’s Tools 55gp (5#), 2 Alchemist’s Fire 40 gp (2#), 2 Acid Flasks 20 gp (2#), Cold weather outfit, Thunderstone 30gp (1#), Large Tent (S) 30gp (10#), Hip Flask 1gp (.125#)

Jewelcrafting Raw Materials: 300 gp

Cloak of Resistance +1 1000 gp
Ring of Protection +1 2000 gp

Potion of Cure Light Wounds 50gp
Scrolls: Comprehend Languages 25 gp, Endure Elements 25 gp, Floating Disk 25 gp, Identify 25 gp, Make Whole 150 gp, Rope Trick 150 gp

Total Weight: 15 # (28.5/57/86.25)

51 gp 6 sp

Backstory:

Tolbold Cotton is the local jeweler. His work is beginning to be well known in the shire. He's known as a sturdy man like his brother Farmer Cotton and isn't trifled with as he always seems to have some acid from his work on him and isn't afraid to use it. His hands move so fast fixing broken jewelry they almost seem to fix themselves by magic.

Spells Known:

Cantrips (7)

Ray of Frost
Detect Magic
Light
Mage Hand
Mending
Prestidigitation
Read Magic

1st Level DC: 14 (4)

Burning Hands (B)
Color Spray
Crafter’s Fortune
Grease
Mage Armor

2nd Level DC: 15 (2)

Glitterdust
Mirror Image
Scorching Ray (B)

3rd Level DC: 15 (1)

Haste

Daily Resources:

Acid Ray (6/day) Used: 4

1st Level Spells 7/Day Used:6
2nd Level Spells 6/Day Used:5
3rd Level Spells 4/Day Used: 2

Dice:

[dice=Ray of Frost (Acid)]1d20+8[/dice] [dice=Damage]1d3+1[/dice]
[dice=Acid Ray]1d20+8[/dice] [dice=Damage]1d6+4[/dice]
[dice=Sling]1d20+7[/dice] [dice=Damage]1d3[/dice]
[dice=Longspear]1d20+4[/dice] [dice=Damage]1d6[/dice]
[dice=Dagger]1d20+4[/dice] [dice=Damage]1d3[/dice]
[dice=Perception]1d20+3[/dice]
[dice=Appraise]1d20+9[/dice]
[dice=Craft: Jewelry]1d20+13[/dice]
[dice=Kn: Arcana]1d20+11[/dice]
[dice=Kn: Local]1d20+7[/dice]
[dice=Kn: Planes]1d20+7[/dice]
[dice=Spellcraft]1d20+11[/dice]
[dice=Use Magic Device]1d20+12[/dice]
[dice=Fort Save]1d20+6[/dice]
[dice=Reflex Save]1d20+7[/dice]
[dice=Will Save]1d20+8[/dice]