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Celeste Gascoigne LN
Character Name Alignment
Sorcerer 1
Character Level
Elf M
Race Size
Female 129
Gender Age
6 ft. 1 in. 130 lb
Height Weight
White Blue
Hair Eyes
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
13 +1 N/A +1
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
18 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
6
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
11
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +0 CON +1 +0 +0 +0
Reflex +1 +0 DEX +1 +0 +0 +0
Will +3 +2 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +0 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
12 10 +0 +1 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Elven

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
2
0
0
0
0
0
0
0
0
Per Day
0
3
0
0
0
0
0
0
0
0
Bonus
-
1
1
1
1
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +1 (DEX)  +1 +0 +0
  Bluff +5 (CHA)  +4 +1 +0
  Climb +1 (STR)  +1 +0 +0
  Diplomacy +5 (CHA)  +4 +1 +0
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +1 (DEX)  +1 +0 +0
  Fly +1 (DEX)  +1 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate +4 (CHA)  +4 +0 +0
  Knowledge: Arcana +3 (INT)  +3 +0 +0
  Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
  Knowledge: Local +3 (INT)  +3 +0 +0
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
  Perception +2 (WIS)  +1 +1 +0
  Ride +1 (DEX)  +1 +0 +0
  Sense Motive +1 (WIS)  +1 +0 +0
  Spellcraft* +4 (INT)  +3 +1 +0
  Stealth +1 (DEX)  +1 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim +1 (STR)  +1 +0 +0
  Use Magic Device* +5 (CHA)  +4 +1 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
  Linguistics* +4 (INT)  +3 +1 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Class skills: Appraise, Bluff, Craft, Fly, Intimidate, Knowledge (arcana), Knowledge (Dungeoneering),Profession, Spellcraft. Use Magic Device
Feats

Combat Casting, +4 bonus on concentration checks for defensive casting
Improved Disarm, (requires Combat Expertise) +2 bonus on disarm attempts, no attack of opportunity
Improved Grapple, (dex 13, Improved Unarmed Strike), +2 bonus on grapple attempts, no attack of opportunity
Improved Initiative, +4 bonus on initiative checks
Improved Unarmed Strike, Always considered armed
Iron Will, +2 bonus on Will saves
Silent Spell, A spell can be cast with no verbal components (Uses up a spell slot one level higher than the spell's level)
Skill Focus (Knowledge [dungeoneering]), +3 bonus on Knowledge [Dungeoneering]

Special Abilities

+2 Dexterity, +2 Intelligence, and –2 Constitution modifiers.
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elves receive a +2 racial bonus on Perception checks.
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.
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.

The statblocks of your Weapons, armor and other important/magical equipment

PFRPG Core

Rapier

Damage (S) Damage (M) Type Critical Range
1d4 1d6 P 18--]20/x2 --

Special: --
Cost: 20 gp
Weight: 2 lbs.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. You can't wield a rapier with two hands in order to apply 1-1/2 times your Strength bonus damage.


 
PFRPG Core

Lantern, Hooded

Damage (S) Damage (M) Type Critical Range

Cost: 7 gp
Weight: 2 lbs.

A hooded lantern sheds normal light in a 30-foot radius and increases light level (see page 172) by one step for an additional 30-feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light and bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand.


 

Backpack, Common

Damage (S) Damage (M) Type Critical Range

Cost: 2 gp
Weight: 2 lbs.

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.


 

The statblocks of your class features

PFRPG Core

Acidic Ray

Ray of acid


\ \ Ranged touch attack

Casting time: 1 standard action
Range: 30ft.
Duration: instantaneous
Effect: Ranged touch attack, one ray of acid.
Targets: Single target
Bloodline: Abberant

Description

Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe as a ranged touch attack. the acidic ray deals 1d6+1 of acid damage (+ 1 for every two sorcerer levels you posses). You can use this ability up to 3 + your charisma modifier (7 times).

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PFRPG Core

Disrupt Undead

A ray of positive energy.


Necromancy \ \ Deals 1d6 damage to one undead

Casting time: 1 standard action Components V, S
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: Ray

Description

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
PFRPG Core

Read Magic

You can decipher magical inscriptions on objects


Divination \ \

Casting time: 1 standard action Components V, S, F
Range: Personal
Duration: 10 min./level
Targets: You

Description

You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read Magic can be made permanent with a Permanency spell.
SRD

Mage Hand

You point your finger at an object and can lift it and move it at will from a distance.


Transmutation \ \

Casting time: 1 standard action, Components V, S
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Targets: one non-magical, unattended object weighing up to 5 lbs.

Description

As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Level 1 Spells

PFRPG Core

Magic Missile

A missile of magic energy


Evocation [force] \ \ 1d4+1; +1 missile per two levels above 1st (Max 5.)

Casting time: 1 standard action Components V, S
Range: Medium (100ft. + 10ft./level)
Duration: Instantaneous
Targets: up to five targets, no two of which can be more than 15.ft apart

Description

Spell Resistance, Yes A missile of magical energy darts forth from your fingertips and strikes its target, dealing 1d4+1 damage points if force damage. The missile strikes unerringly, evin if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile-- two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures.
PFRPG Core

Shocking Grasp

Electric touch attack


Evocation \ electricity \ Touch delivers 1d6/level electricity damage (max 5d6)

Casting time: 1 standard action Components V, S
Range: touch
Duration: Insantaneous
Effect: Electric touch attack
Targets: creature or object touched

Description

Spell Resistance: yes Your successful touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armour (or is carrying a metal weapon or is made of metal).
PFRPG Core

Acidic Ray

Ray of acid


\ \ Ranged touch attack

Casting time: 1 standard action
Range: 30ft.
Duration: instantaneous
Effect: Ranged touch attack, one ray of acid.
Targets: Single target
Bloodline: Abberant

Description

Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe as a ranged touch attack. the acidic ray deals 1d6+1 of acid damage (+ 1 for every two sorcerer levels you posses). You can use this ability up to 3 + your charisma modifier (7 times).

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Opal Wyvern.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed