Character Sheet
Jun. 10th, 2012 04:52 pmName: Faye Chamberlain
Class/Level: Sorcerer/14
Race: Human
Alignment: CG
STR 15
DEX 14
CON 15
INT 12
WIS 15
CHA 22
AC: 15
HP: 67
Current HP: 67
Base Attack: +7/+2
Fort: 6
Ref: 6
Will: 12
Weapon: Excalibur gun +1 flaming/igniting -- +9 -- 2d6+1 + 1d6 fire -- x2 catches people on fucking fire, no save
Armor: n/a
Bluff 9+5+2misc = 16
Concentration 8+1 = 9
Craft
Intimidate 9+5+2misc = 16
Knowledge (arcana) 17+1 = 18
Profession
Spellcraft 12+1 = 13
Listen 3
Move Silently 2(dex)+3(familiar) = 5
Spot 3
Search 3
Feats
Persuasive: +2 to Bluff and Intimidate
Toughness: +3 hp
Combat Casting: +4 to concentration checks while casting in melee
Personal Firearms Proficiency
Coolness Under Fire: +6 to concentration checks for spells (stacks with combat casting)
Spell Focus (evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Weapon Focus (excalibur)
Frightful Presence: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.
Heroic Surge - 4 times a day
Spells Known:
lvl 0 - 9
lvl 1 - 5
lvl 2 - 5
lvl 3 - 4
lvl 4 - 4
lvl 5 - 3
lvl 6 - 2
lvl 7 - 1
lvl 0
Prestidigitation
Mage Hand: 5lb telekinesis
Open/close
Flare
Message
Acid Splash
Detect Magic
Touch of Fatigue
Mending
lvl 1
Burning Hands: 1d4/level fire damage
Charm person
Magic Missile 1d4+1 - +1 missile ever 2 levels (max 5)
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6)
Reduce Person
Mage Armor - +4 to AC for 1 hour/level
lvl 2
Flaming sphere - creates a rolling ball of fire, 2d6 damage for 1 round per level
Darkness - This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Scorching Ray - ranged touch attack, one ray is 4d6. 1 ray for every 4 levels (max 3)
Cat's Grace - +4 to Dex for 1min/level
Eagle's Splendor - +4 to Cha for 1min/level
lvl 3
Fireball - 1d6 damage per level, 20-ft. radius.
Vampiric Touch - melee touch attack deals 1d6 damage per two caster levels (max 10d6) and caster gains that as temp HP for one hour
Suggestion
Dispel Magic
lvl 4
Fire Shield - details
Wall of Fire - Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Greater Invisibility - subject can attack while invisible
Phantasmal Killer - Will Save 20 to know it's fake. Fort save 20 to either die (if will save failed) or take 3d6 psychic damage (if will save passed)
lvl 5
Telepathic Bond - Here
Hold Monster - as hold person but any creature
Feeblemind - cha and int drop to 1, will negates
lvl 6
Chain Lightning - 1d6/level to first target, reflex 22 for half, half of the primary damage to creatures (1/level) in 30 ft of primary target (reflex 21 for half that)
Disintegrate - 2d6/level or 5d6 damage if fort save 22 is made
lvl 7
Prismatic Spray
Spells per Day:
lvl 0 - 6
lvl 1 - 8
lvl 2 - 8
lvl 3 - 7
lvl 4 - 7
lvl 5 - 7
lvl 6 - 6
lvl 7 - 3
Class/Level: Sorcerer/14
Race: Human
Alignment: CG
STR 15
DEX 14
CON 15
INT 12
WIS 15
CHA 22
AC: 15
HP: 67
Current HP: 67
Base Attack: +7/+2
Fort: 6
Ref: 6
Will: 12
Weapon: Excalibur gun +1 flaming/igniting -- +9 -- 2d6+1 + 1d6 fire -- x2 catches people on fucking fire, no save
Armor: n/a
Bluff 9+5+2misc = 16
Concentration 8+1 = 9
Craft
Intimidate 9+5+2misc = 16
Knowledge (arcana) 17+1 = 18
Profession
Spellcraft 12+1 = 13
Listen 3
Move Silently 2(dex)+3(familiar) = 5
Spot 3
Search 3
Feats
Persuasive: +2 to Bluff and Intimidate
Toughness: +3 hp
Combat Casting: +4 to concentration checks while casting in melee
Personal Firearms Proficiency
Coolness Under Fire: +6 to concentration checks for spells (stacks with combat casting)
Spell Focus (evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Weapon Focus (excalibur)
Frightful Presence: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.
Heroic Surge - 4 times a day
Spells Known:
lvl 0 - 9
lvl 1 - 5
lvl 2 - 5
lvl 3 - 4
lvl 4 - 4
lvl 5 - 3
lvl 6 - 2
lvl 7 - 1
lvl 0
Prestidigitation
Mage Hand: 5lb telekinesis
Open/close
Flare
Message
Acid Splash
Detect Magic
Touch of Fatigue
Mending
lvl 1
Burning Hands: 1d4/level fire damage
Charm person
Magic Missile 1d4+1 - +1 missile ever 2 levels (max 5)
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6)
Reduce Person
Mage Armor - +4 to AC for 1 hour/level
lvl 2
Flaming sphere - creates a rolling ball of fire, 2d6 damage for 1 round per level
Darkness - This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Scorching Ray - ranged touch attack, one ray is 4d6. 1 ray for every 4 levels (max 3)
Cat's Grace - +4 to Dex for 1min/level
Eagle's Splendor - +4 to Cha for 1min/level
lvl 3
Fireball - 1d6 damage per level, 20-ft. radius.
Vampiric Touch - melee touch attack deals 1d6 damage per two caster levels (max 10d6) and caster gains that as temp HP for one hour
Suggestion
Dispel Magic
lvl 4
Fire Shield - details
Wall of Fire - Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Greater Invisibility - subject can attack while invisible
Phantasmal Killer - Will Save 20 to know it's fake. Fort save 20 to either die (if will save failed) or take 3d6 psychic damage (if will save passed)
lvl 5
Telepathic Bond - Here
Hold Monster - as hold person but any creature
Feeblemind - cha and int drop to 1, will negates
lvl 6
Chain Lightning - 1d6/level to first target, reflex 22 for half, half of the primary damage to creatures (1/level) in 30 ft of primary target (reflex 21 for half that)
Disintegrate - 2d6/level or 5d6 damage if fort save 22 is made
lvl 7
Prismatic Spray
Spells per Day:
lvl 0 - 6
lvl 1 - 8
lvl 2 - 8
lvl 3 - 7
lvl 4 - 7
lvl 5 - 7
lvl 6 - 6
lvl 7 - 3