Dog Rider

Winfred Zimmer's page

1 post. Alias of Truin.


About Winfred Zimmer

Name Wilfred Zimmer..........................Race Halfling
Classes/Level Superstitious Barbarian 3, Draconic Sorcerer 2 Gender Male
Campaign .........................Homeland
Alignment Chaotic Neutral...........................Deity
Size S..............................................Age 22
Hair Brown .....................................Eyes Brown
Height 03'01" ..............................Weight 35 lbs.
Skin Tan

Languages Auran, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Orc

Character Traits

Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.
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.

Offense

Init +0 Base Attack: +3, CMB: +3
Weapon Masterwork Spiked Chain Shirt Light Armor Attack Bonus +3 critical *2 type P damage 1d4
Weapon Masterwork Spiked Light Steel Quickdraw Shield Attack Bonus +3 Critical *2 Type P Damage 1d3
Weapon Masterwork Rapier Attack Bonus +4 Critical *2 Type P Damage 1d4
Weapon Masterwork Heavy Crossbow Attack Bonus +4 Critical *2 Type P Range 120 ft. Ammunition 10 Bolts Damage 1d8
Weapon Unarmed Strike Attack Bonus +3 critical *2 type B damage 1d2

Defense

HP 40 HP
CMD 12
AC 17, Touch , Flat-Footed
Fort Save: +3, Ref Save: +2, Will Save: +4
Fear Save +5, All Others +1

Statistics:

Ability Scores: STR 10 (+0), DEX 10 (+0), CON 10 (+2), INT 15 (+4), WIS 7 (-1), CHA 21 (+5)
Feats:
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Class Features:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). 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).
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Sixth Sense (Ex): At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense.
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.
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.
Draconic At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table. White Cold 30-Foot Cone.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Skills:
________________________________Total_____Ability_Ranks_Misc.
  • Acrobatics .....................+2=DEX+0+1+3-2
  • Appraise .......................+6=INT+2+1+3
  • Bluff .........................+11=CHA+5+1+5
  • Climb ..........................+2=STR+0+1+3-2
    []Diplomacy .......................+5=CHA+5+0+0
    []Disable Device ..................-2=DEX+0+0+0-2
    []Disguise ........................+5=CHA+5+0+0
    []Escape Artist ...................-2=DEX+0+0+0-2
  • Fly ............................+2=DEX+0+1+3-2
  • Handle Animal ..................+9=CHA+5+1+3
    [ ]Heal ...........................-1=WIS-1+0+0
  • Intimidate .....................+9=CHA+5+1+3
  • Knowledge(Arcana) .............+10=INT+2+5+3
    []Knowledge(Dungeoneering) ..........=INT+2+0+0
    []Knowledge(Engineering) ............=INT+2+0+0
    []Knowledge(Geography) ..............=INT+2+0+0
    []Knowledge(History) ................=INT+2+0+0
  • Knowledge(Local) ...............+6=INT+2+1+3
  • Knowledge(Nature) ..............+6=INT+2+1+3
    []Knowledge(Nobility) ...............=INT+2+0+0
    []Knowledge(Planes) .................=INT+2+0+0
    []Knowledge(Religion) ...............=INT+2+0+0
  • Linguistics ....................+9=INT+2+5+2
  • Perception .....................+3=WIS-1+1+3
    []Perform (Dance) .................+7=CHA+5+2+0
    []Perform (String Instrument) .....+5=CHA+5+0+0
  • Profession (Soldier) ...........+7=WIS-1+5+3
  • Profession (Trapper) ...........+7=WIS-1+5+3
  • Ride ...........................+2=DEX+0+1+3-2
    []Sense Motive ....................+1=WIS-1+1+1
  • Sleight of Hand ................+5=DEX+0+1+4
    []Stealth .........................+9=DEX+0+5+4
  • Survival .......................+3=WIS-1+1+3
  • Swim ...........................+2=STR+0+1+3-2
  • Use Magic Device ...............+9=CHA+5+1+3
  • Racial Abilities:

    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 CMB and CMD, 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.
    Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.
    Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
    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.

    Equipment:

    Decorative Trim ....................................0 lb.
    Mask ............................................0.25 lb.
    Tear Away Soldiers's Uniform .......................0.5 lb.
    Poison Pill Signet Ring ............................0 lb.
    Masterwork Spiked Chain Shirt Armor .............17.5 lb.
    Locked Gauntlet ..................................2.5 lb.
    Masterwork Spiked Light Steel Quickdraw Shield .....6 lb.
    Masterwork Sawback Rapier ..........................1 lb.
    Masterwork Heavy Crossbow ..........................4 lb.
    Masterwork Bolts (10) ............................0.5 lb.
    Masterwork Backpack ................................1 lb.
    Bedroll ..........................................2.5 lb.
    Belt Pouch .....................................0.125 lb.
    Blanket .........................................0.75 lb.
    Caltrops ...........................................2 lb.
    Canteen ............................................1 lb.
    Chalk (10) .........................................0 lb.
    Everburning Torch ..................................1 lb.
    Flint and steel ....................................0 lb.
    Mirror ...........................................0.5 lb.
    Piton (10) .........................................5 lb.
    Soap .............................................0.5 lb.
    Spider's Silk Rope .................................4 lb.
    Masterwork Thieve’s Tools ..........................2 lb.
    Trail Rations (10) ...............................2.5 lb.
    Coins ...........................................0.42 lb.

    Total ......................................55.545 lb.

    Light Load 43.5 lbs. or less Medium Load 87 lbs. Heavy Load 131.25 lbs. Lift Over Head 131.25 lbs. Lift Off Ground 262.5 lbs. Drag Or Push 656.25 lbs.

    Money

    CP 9
    SP 2
    GP 10
    PP

    0-Level Spells:

    Arcane Mark
    School Universal
    Casting Time 1 Standard Action
    Components V, S
    Range Touch
    Effect One personal rune or mark, all of which must fit within 1 sq. ft.
    Duration permanent
    Saving Throw none; Spell Resistance no
    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
    See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
    If an arcane mark is placed on a living being, the effect gradually fades in about a month.
    Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
    Dancing Lights
    School evocation [light];
    Casting Time 1 standard action
    Components V, S
    Range medium (100 ft. + 10 ft./level)
    Effect Up to four lights, all within a 10-ft.-radius area
    Duration 1 minute (D)
    Saving Throw none; Spell Resistance no
    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
    You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
    Dancing lights can be made permanent with a permanency spell.
    Ghost Sounds
    School illusion (figment);
    Casting Time 1 standard action
    Components V, S, M (a bit of wool or a small lump of wax)
    Range close (25 ft. + 5 ft./2 levels)
    Effect illusory sounds
    Duration 1 round/level (D)
    Saving Throw Will disbelief; Spell Resistance no
    Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
    The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
    Ghost sound can enhance the effectiveness of a silent image spell.
    Ghost sound can be made permanent with a permanency spell.
    Light
    School evocation [light];
    Casting Time 1 standard action
    Components V, M/DF (a firefly)
    Range touch
    Target object touched
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
    You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
    Prestidigitation
    School universal
    Casting Time 1 standard action
    Components V, S
    Range 10 ft.
    Target, Effect, or Area see text
    Duration 1 hour
    Saving Throw see text; Spell Resistance no
    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

    1st-Level Spells:

    Silent Image
    School Illusion (Figment)
    Casting Time 1 Standard Action
    Components V, S, F (a bit of fleece)
    Range long (400 ft. + 40 ft./level)
    Effect Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
    Duration concentration
    Saving Throw Will disbelief (if interacted with); Spell Resistance no
    This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
    Ventriloquism
    School illusion (figment)
    Casting Time 1 standard action
    Components V, F (parchment rolled into cone)
    Range close (25 ft. + 5 ft./2 levels)
    Effect intelligible sound, usually speech
    Duration 1 min./level (D)
    Saving Throw Will disbelief (if interacted with); Spell Resistance no
    You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

    Pet:

    Randy the Firefly (in jar)