Sorcerer

Trendon Razner's page

388 posts. Alias of TheNine.


Full Name

Trendon "Razner" Derexhi

Race

Human (chelaxian)

Classes/Levels

cleric 3/sorc 4 HP:42/43 AC 17 T - 13 FF 15 F-+5 R +4 W +9

Gender

Male

Size

Medium

Age

23

Alignment

NG

Strength 12
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 16
Charisma 16

About Trendon Razner

Male human (Chelaxian) Sorcerer 4, Cleric 3
NG Medium humanoid (human)
Init +2 (+2 dex); Perception +
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DEFENSE
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defense:
AC 17, touch 12, flat-footed 12 (armor +5,Shield +0,Dex +2)
hp 43 (7,3d6+3,3d8+3)
Fort +5, Ref +4, Will +9

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OFFENSE
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Offense:
Speed 30 ft.
Melee:+1 Sword Cane of shock +7 (1d6+3/20x2) DC 20 Perception to visually recognize the 'cane' as holding a sword if handled DC 10, swift action to remove blade.
Ranged: MW Heavy Crossbow +7 (1d10/19-20x2) Rng: 120ft
10 bolts
Secondary weapons:MW Dagger +6 M, +6 R (1d4+1/19-20x2) range 10ft

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STATISTICS
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Str 12, Dex 14 (16), Con 13, Int12, Wis 14(16), Cha 16

Base Atk +4; CMB +5 ; CMD 18

Traits:
Rich parents - starting wealth starts at 900

Feats:point blank shot, precise shot, weapon finesse, combat casting, selective channel
Cleric domains:

travel:
Travel - Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.


charm:
Charm - Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Skills:(trained),asppraise +6,Bluff + 10,Diplomacy +10,Intimidate +8,Perform (sing)+8, Perform (Lute)+7 Spellcraft +9,Sense motive +7, Use Magic Device +10

Knowledge skills: (trained) Arcana +9, Local +10, history +5,nobility +5, planes +5, religion +6

Background Skills: Artistry Songwriting +13, linguistics +11

Languages: Common, Elven, Draconic, celestial, infernal, gnome, orc, dwarven, auran

Combat Gear:+1 sword cane of shocking, MW heavy Crossbow, MW dagger, 20 bolts, +1 mithril Chainshirt
Other Gear: Ring of feather falling, Belt of Dexterity +2, Headband of Wisdom +2, 2 pearls of power lvl 1, bag of holding type 1, wand of cure light wounds (50 charges) wand of Shield (30 charges)

Assets: 201 gp, 0 sp, 0 cp
CarraigeSeats 4 inside, 2 on drivers seat (100gp)
2 light horses draw the carraige (75 each for a total of 150gp)
2 trunks are chained up top that contain within: Courtiers outfit (30 gp), 2 sets of explorers outfits complete with cloaks and 1 wide brim dark hat (10gp a peice total 20 gp) patchwork cloak (5 gp), scholar's outfit (5 gp), 1 deck of playing cards (5 gp) 2 sets of regular dice (1sp a peice) 1 set of loaded dice (10 gp) set of dominos (bone, 10 gp). 2 bottles of Absinthe (30gp a peice) small cask of Old Law Whiskey ( 20 gp), and a dozen bottles or different wines (12x7gp or 84 gp)
Neville Manservant driver Old human male paid up for the next 9 months of service. Has been Trendon's personal servant for the last decade of his life. When he was disowned Trendon offered to continue paying his wages with a bit extra to continue serving him. Has a very gloom and dour personality.
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SPELLS
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Sorcerer Spells Known
level 0 - 6 ::level 1 - 3 :: level 2 - 1
Spells per day - 0 level - at will | 1 level - 6+1 :: level 2 - 3+1

0 level cantrips sorcerer DC 13:

Acid Splash - Orb deals 1d3 acid damage.
Arcane mark - Inscribes a personal rune on an object or creature (visible or invisible).
Drench - A sudden downpour soaks a target creature or object.
Spark - Ignites flammable objects.
Mage Hand - 5-pound telekinesis.
Prestidigitation - Performs minor tricks.

1 level spells Sorcerer DC 14:

Burning Hands - 1d4/level fire damage (max 5d4).
Ear peircing scream - Range Close (25+5ft/2 lvls) Daze and sonic damage (Daze 1 round, 1d6 fort save for no daze and half damage)
Identify - Gives +10 bonus to identify magic items.

2 level spells Sorceror DC 15:

Glitterdust - Blinds creatures, outlines invisible creatures.
[/spoilers]
Cleric spells
0 - level spells - 4 spells - create water, light, guidance,
1 - level spells - 3+1 spells - cure light wounds x2, Haze of dreams, Firebelly
2 - level spells - 2+1 - Shield other, Bull's Strength, (domain) - Locate object
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SPECIAL ABILITIES
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[spoiler= Phoenix Sorcerer Bloodline]
Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

The Unseen World (Su)
At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.

At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive.

Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.


BACKGROUND -

Appearance: Trendon is of an average height and build, with pale skin and ravendark hair to match his peircing blue eyes. He is thin but wirey, and appears to be brooding almost all the time.
Intended build Level scheme: at 8 cleric, sorc,cleric,cleric,sorc,cleric,sorc