Sorcerer Level 7; Race; Elf; Alignment; Chaotic Good
Bloodlines: Wildblooded Archtype: Void-touched.
- HP breakdown (1d6 max + 6d6 + 7 (12 Con) + 7 Toughness)(Rolls: 5,2,2,2,4,2)
- Armor breakdown ( +2 Dexterity, +1 Deflection, +1 Insight, +1 Natural)
- Resist Fire and Cold 5.
- Immune to magic sleep effects
- +2 racial saving throw bonus against enchantment spells and effects.
Melee Touch attack: +3.
Ranged Touch attack: +5.
Movement and vision
Speed 30 ft., Perception +3(5), Low-light vision, Initiative +6
- +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- You gain a +4 trait bonus on Survival checks to avoid becoming lost.
- You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you
- Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.
- While a familiar is within arm’s reach, the master gains the Alertness feat.
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages..
Favored class bonus: (6/1) Bonus Skill points
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.
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. 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.
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.
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.
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.
Starchild (Desna): Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
Bloodline Arcana: Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessness of the void, silencing it (as silence, but affecting only the target) for 1 round. This is a supernatural ability.
Black Motes (Sp): At 1st level, you can summon a rain of tiny motes as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The motes inflict 1d4 points of cold damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Voidwalker (Ex): At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. (Effective level = Character level – 2)
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Hallit, Infernal, Skald, Sylvan.
Caster level: 7.
Meta words per day: 6.
Spell DC’s: 15 + spell level.
Spells per day: 8x Level 1, 7x Level 2, 5x Level 3.
On Person: +2 Alluring headband of Charisma, Rod of lesser Selective, +1 Cloak of resistance, +1 Ring of Protection, +1 Amulet of Natural Armor, Rusty Rose Prism. 2 lb.
In Whatever Else Is On Hand: Backpack, Explorer’s outfit, Nobles outfit, Signet ring (Lebeda), Silver Necklace (100gp), Abacus. 12 lb.
Money: 166 gp.
Values: A bone hand comb with a row of red crystals imbedded (150 gp).
Total weight on person: 14 lb.
|Light load||Medium load||Heavy load|
|0-33 lbs.||34–66 lbs.||67–100 lbs.|
Esther HD 5; Size: Tiny; Type: Magical Beast; Alignment True Neutral.
- HP breakdown (1/2 Owner)
- Armor breakdown (+3 Dex, +3 Natural armor, +2 Size)
Melee attack: 2 Talons +7, 1d4 -2, 20 x2.
Movement and vision
Speed 10 ft, Fly Speed 60 ft. (average), perception +10; Low Light Vision, Initiative +3
Familiar bonus: Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
|Light load||Medium load||Heavy load|
|0-20 lbs.||21-40 lbs.||41–60 lbs.|
Background and concept elements:
- Samui’s mother died giving birth to him. At least that was told to him by his father, Elric, who disappeared on Samui’s 13th birthday.
- Samui Spend several years on the street as a homeless kid. Trying to earn his living by selling stolen items.
- He learned the merchant trade from Othmar, his foster father.
- A meeting with a foreigner changed Samui’s life, because Samui found a way to unlock the magic powers in his blood from a unknown heritage.
Goals for the character:
- Samui want to surpass his foster father and he plans that by playing a major role in the newly rising kingdoms in the Stolen Lands.
- See if the Father and Son bond will hold till the end.
Secrets about your character:
- Samui stole his words of power from a foreigner. samui met the man in an inn and after talking with the foreigner he found out that he was researching a rare form of magic, that uses words that contain magical powers. So Samui made the foreigner dead drunk and while the foreigner was passed out, Samui helped himself to his materials related to words of power. And due to his high affinity with magic, Samui learned them easily.
- Elric, Samui’s father, is looking for his son to sacrifice him. Elric has heard that with the sacrifice of a child from his beloved, that he can bring back his dear wife from the dead.
People that are tied to the character:
- Boral, Son of Klijn Lebeda, is a student of Samui. Samui was his teacher for mathematics for the last years. Beside lesson, they also went out to enjoyed live at their fullest.
- Edurt Wagenmaker, an adventurer and drinking buddy of Samui. Always has something new to tell over a mug of ale.
- Marpon, Second Son of Debber Lededa, dislike all non-humans. He harass them at every opportunity he gets.
- Traler, Adopted son of Samui, found in the ruins of his elderly house he was adopted by Samui, who acted as his foster father.
Memories, mannerisms, or quirks: that your character has. They don’t have to be elaborate, but they should provide some context and flavor.
- Samui is often to be found in Libraries and bookshop. Searching for new words or is reading because the topic is interesting.
- The adoption of Traler is a milestone in his live. Knowing how it feels to be homeless Samui decided to adopt Traler to prevent his talent and knowledge to go to waste.
- dislikes animals