About Trace Jebadiah "TJ" Hunter----------
Str 10 (+0) | Dex 14 (+2) | Con 10 (+0) |
Senses; Perception +1; Darkvision 60ft DEFENSE:
Fort +0 (CON); Ref +2 (DEX); Will +1 (WIS) Resistences: fire 5 Immune: Conditional AC 12, ff ?, touch ?; (+? Armor, +? Deflection, +2 Dex, +? Dodge, +? Natural, +? Shield, +? Sacred) HP 4 (HD: 1d6, +1 favoured) OFFENSE:
Init +2; Speed 30 ft. BAB -1; CMB -1; (BAB + Str + Size) CMD +11; (10 + BAB + Str + Dex + Size + Misc) Concentration +? Melee Ranged Supernatural
FEATS AND TRAITS:
Traits Feats SKILLS AND LANGUAGES:
Bold are class skills; Italic means the skills can’t be used untrained. ( 2+INT | 2 BG ) Adventuring Skills
Background Skills
Languages
ADVANCEMENT:
CLASS ABILITIES (DETAILED):
Favoured Class Bonus Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +½ higher (to a maximum of +4) when determining the effects of that power. Weapon and Armor Proficiency
Spells
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
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. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Cantrips
Eschew Materials
BLOODLINE – EFREETI:
You were born with the power of fire genies, and the magic of the efreet is strong in you. Class Skill: Knowledge (Planes)
Bloodline Arcana - Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell’s descriptors to match this energy type. Bloodline Powers:
Elemental Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20. Efreeti Form (Su): At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell giant form I, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an efreeti’s heat ability. Elemental Movement (Su): At 15th level, your base speed increases by +30 feet. Power of the Efreet (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component. You also become immune to fire damage, and can use plane shift once per day to travel to or from the Plane of Fire.
RACIAL ABILITIES:
Favoured Class Bonus - Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +4) when determining the effects of that power. Standard Racial Traits
Defense Racial Traits
Magical Racial Traits
Senses Racial Traits
MAGIC:
Spells Per Day 1st – 3/3 | 2nd – 1/1 | 3rd – 1/1 3rd (0) – NONE
Bloodline Powers
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EQUIPMENT AND GOLD (DETAILED):
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