Serpent's Skull/Elf Abyssal Sorcerer: Difference between revisions
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:Can cast: | :Can cast: ''unlimited'' | ||
* mage hand | * mage hand | ||
* acid orb | * acid orb |
Revision as of 07:42, 24 July 2013
- Name:
- Elven Sorcerer (abyssal) 3 / Ranger (skirmisher) 1
- Age:
- Height:
- Weight:
- Languages: Common, Elven
- Bonus languages:
Stats
STR | () 4D6 | |
DEX | () (+2) 5D6 | |
CON | () (-2) 3D6 | |
INT | () (+2) 3D6 | |
WIS | () 4D6 | |
CHA | () 5D6 |
Skills
- 2+ skill points per level ((2 + Int modifier))
Other useful skills:
"primary class-skills" | ||||||
Skill | 1st | 2nd | 3rd | 4th | Total | |
Intimidate | x | x | x | x | x | |
Total skill pts. | x | x | x | x | x | |
"Secondary class-skills" | ||||||
Skill | 1st | 2nd | 3rd | 4th | Total | |
Bluff | x | x | x | x | x | |
Total skill pts. | x | x | x | x | x | |
"Primary other" | ||||||
Skill | 1st | 2nd | 3rd | 4th | Total | |
Survival | x | x | x | x | x | |
Stealth | x | x | x | x | x | |
Perception | x | x | x | x | x | |
Knowledge (nature) | x | x | x | x | x | |
Total skill pts. | x | x | x | x | x |
Racial Features
- Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Alternate: Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
- 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.
- Alternate: Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
- Alternate: Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
- 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.
Class Features
Traits
- xx traits
Feats
- 1 feat at 1st level
1st level
- Point blank shot
2nd level
3rd level
- Precise shot
4th level
Kehitys
Spells
- Concentration checks: Caster lvl + Cha mod + D20 + ()
- = + D20
- Spell DC: 10 + Spell Level + Cha mod
0. Level
- Known (5):
- Can cast: unlimited
- mage hand
- acid orb
- dancing lights
- haunted fey aspect
- detect poison
Kehitys
- resistance
1. Level
- Spells known: 4 = 3 + 1 bloodline
- Can cast: 5 = 5 + x Cha mod.
2. Level
Starting Equipment
- Coins:
- Light load: 26 lbs. or less
- Medium load: 27–53 lbs.
- Heavy load: 54–80 lbs.