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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

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
14 +2 N/A +2
Con
Constitution
14 +2 N/A +2
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
22 +6 N/A +6
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
65
0
18
Initiative
Dex
Modifier
+6
+2
+4
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
22
+5
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+0
+5
Touch
17
Flat Footed
20
Flat Footed + Touch
15
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
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Trade Common

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
9
5
4
3
2
1
0
0
0
0
Per Day
6
6
6
5
3
0
0
0
0
Bonus
-
1
1
1
1
0
0
0
0
0
DC
18
19
20
21
0
0
0
0
0
Spell List

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

* only usable when trained (rank 1 and higher)
Feats

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.

Special Abilities

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+5Clothing00%1 lb.+4 saves, +2 to checks to overcome spell res
Arms & Equipment

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

Possessions & Property

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.

Level 0 Spells

SRD

Mage Hand

5-pound telekinesis


Transmutation \ \
0-level
Save: None
SR: No

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

Description

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

Identify


divination \ \
1-level
Save: none
SR: no

Casting time: 1 standard action
Range: 60 ft.
Duration: 3 rounds/level (D)
Area: cone-shaped emanation
Componenent: V, S, M (wine stirred with an owl's feather)

Description

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

Level 2 Spells

SRD

Invisibility

become invisible


illusion \ (glamer) \
alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2; Domain trickery 2; Bloodline arcane 2; Elemental School void 2-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: personal or touch
Duration: 1 min./level (D)
Targets: you or a creature or object weighing no more than 100 lbs./level
Componenent: V, S, M/DF (an eyelash encased in gum arabic)

Description

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.   Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.   Invisibility can be made permanent (on objects only) with a permanency spell.

Level 3 Spells

PFRPG Core

Dispel Magic


Abjuration \ \
antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3-level
Save: None
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: instantaneous
Area: one spellcaster, creature, or object
Targets: one spellcaster, creature, or object
Domain: Magic 3
Bloodline: Arcane 3
Componenent: V, S

Description

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.   You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.   Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.   For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.   You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.   If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.   If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.   You automatically succeed on your dispel check against any spell that you cast yourself.   Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Level 4 Spells

PRPG Core

Dimension Door

Teleports you a short distance.


Conjuration \ Teleportation \
4 (3)-level
Save: none and Will negates (object)
SR: no and yes (object)

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Targets: you and touched objects or other touched willing creatures
Domain: Travel 4
Bloodline: Arcane 4
Componenent: V

Description

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.   If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.   If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.

Mythic Effects

The duration of this spell changes to 1 round per 2 caster levels, and it creates A temporary, invisible, one-way portal in your square to your destination. You immediately pass through the portal and arrive at the destination, but you can’t take any other creatures with you.   When casting the spell, you can designate a number of creatures equal to your caster level.   These creatures can see and use the portal, passing through it to arrive at the destination (this isn’t an action). A creature that passes through the portal can’t take any other actions until its next turn.

Level 5 Spells

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


Created by

Maximus-Chief.

System

Pathfinder 1e

Statblock Type

Character Sheet

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