Saul Vescabro | LE | ||
Character Name | Alignment | ||
Sorcerer 10 | |||
Character Level | |||
Human | M | ||
Race | Size | ||
Male | 31 | ||
Gender | Age | ||
5'10 | 175 | ||
Height | Weight | ||
Black | Blue | ||
Hair | Eyes |
Max Karry | |
Player | |
- | Pelanduth |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +9 | +3 | CON +2 | +4 | +0 | +0 |
Reflex | +9 | +3 | DEX +2 | +4 | +0 | +0 |
Will | +12 | +7 | WIS +1 | +4 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+4 | +5 | -1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
16 | 10 | +5 | -1 | +2 | +0 | +0 |
Trade Common
0th Level Spells
Detect Magic
Mage Hand
Mending
Spark
Prestidigitation
Open/Close
Light
Message
Scrivener's Chant
1st Level Spells
Identify (Bonus)
Shield
Magic Missile
Enlarge Person
Charm Person
Protection from Good
2nd Level Spells
Invisibility (Bonus)
Glitterdust
Levitate
Mirror Image
Make Whole
3rd Level Spells
Dispel Magic (Bonus)
Lightning Bolt (Bonus)
Hold Person
Haste
Fireball
4th Level Spells
Dimension Door (Bonus)
Ball Lightning
Confusion
5th Level Spells
Wall of Stone
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +2 | (DEX) +2 | +0 | +0 | |
Bluff | +14 | (CHA) +6 | +5 | +3 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +11 | (CHA) +6 | +5 | +0 | |
Disguise | +6 | (CHA) +6 | +0 | +0 | |
Escape Artist | +2 | (DEX) +2 | +0 | +0 | |
Fly | +10 | (DEX) +2 | +5 | +3 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +10 | (CHA) +6 | +1 | +3 | |
Knowledge: Arcana | +10 | (INT) +2 | +5 | +3 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
Perception | +6 | (WIS) +1 | +5 | +0 | |
Ride | +2 | (DEX) +2 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Spellcraft* | +15 | (INT) +2 | +10 | +3 | |
Stealth | +2 | (DEX) +2 | +0 | +0 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | -1 | (STR) -1 | +0 | +0 | |
Use Magic Device* | +19 | (CHA) +6 | +10 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +6 | (INT) +2 | +1 | +3 | |
Craft: Wand | +6 | (INT) +2 | +1 | +3 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +8 | (INT) +2 | +3 | +3 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Reach Spell (Bonus Feat) - You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Eschew Materials (Bonus Feat) - no material components required for spells
Empower Spell - All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Persistent Spell - Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell’s actual level.
Dazing Spell - When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Craft Wand - You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges
Quicken Spell - Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
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. This ability does not allow you to have both a familiar and a bonded item. 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).
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Robe of the Archmagi | +5 | Clothing | 0 | 0% | 1 lb. | +4 saves, +2 to checks to overcome spell res |
Mask of the Cursed Eye - This mask is decorated with a staring, bloodshot eye. Anyone other than an ally who observes the wearer using a scrying spell or pierces any of his magical disguise (including invisibility and polymorph effects) with a divination spell is blinded for 1d4 minutes (Fortitude DC 16 negates) and the wearer receives a brief mental glimpse of the perpetrator. This is enough to enable scrying or teleportation to investigate the perpetrator, but the wearer is considered to have no familiarity with the subject. The mask can trigger only once per day, after which it falls dormant until the next midnight.
Ring of Protection +4 - +5 bonus to AC
Staff of Evocation (13th level) - This smooth staff carved from hickory or yew allows use of the following spells: Fireball (1 charge), Magic missile (1 charge), Shatter (1 charge), Ice storm (2 charges), Wall of force (2 charges), Chain lightning (3 charges 26 charges
Wand of Lightning Bolt (8th level) - 36 charges
Ring of Energy Dampening - When the wearer is about to take acid, cold, electricity, or fire damage, this band of braided copper and silver writhes like a snake. It provides resistance 5 to acid, cold, electricity, and fire. Also, once per day when the wearer takes damage of one of these types, the wearer can grant resistance 5 to the energy type damaging him to all allies within 20 feet. This resistance lasts for 1 minute.
Belt of Stoneskin - Every 24 hours, this belt’s wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must be worn for 24 consecutive hours in order for its magic to take effect again.
Bag of Holding
30,000 gold
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
5-pound telekinesis
become invisible
Teleports you a short distance.
Statblocks for your Trinkets, businesses, building, castles, empires.