Full Name |
Woonsul Paek |
Race |
Halfling |
Classes/Levels |
Verdant Sorcerer 1 HP:8 | AC: 14/15/ FF 11/ T 14/15 | Fort: +2 Ref: +4 Will: +5 (+2 vs Fear) | Perception: +4| Init: +3 |
Gender |
M |
Size |
S |
Alignment |
N |
Strength |
8 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
14 |
Charisma |
16 |
About Woonsul Paek
Male Tian-Xia Verdant-Blooded Sorcerer 1
N Small Humanoid (halfling)
Init +3 ; Perception + 4
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Defense
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AC 14 (15 dodge)
hp 8
Fort +2, Ref +4, Will +5 (+2 vs. Fear)
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Offense
BAB + 0
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Speed 20 ft.
Melee: Sickle +0 (1d4-1)
Ranged: Sling +4 (1d3)
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Statistics
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Str 8, Dex 16, Con 12, Int 13, Wis 14, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats: Dodge
Traits: Slippery, Devotee of the Green
Skills:
Acrobatics 5 (3+0+2)
Bluff 7 (3+1+3)
Climb 1 (-1+0+2)
Knowledge Nature 6 (1+1+3+1)
Perception 4 (2+0+2)
Stealth 12 (3+1+3+4+1)
Languages: Common, Halfing, Tian
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Racial Abilities
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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.
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Spells and Special Abilities
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Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Bloodline Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier. (6)
Spells Known:
0: Message, Prestidigitation, Flare, Daze
1: Ray of Enfeeblement, Sleep
EQUIPMENT:
sling
20 bullets
sickle
mwk backpack
vermin repellant (10 doses)
ear trumpet
fishing kit
33 gp
8sp