CALLUM SPELLHARDT | LEVEL 11 |
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Male human sorcerer 11
CN Medium humanoid (human)
Init +5+3 Dex, +2 Reactionary trait; Senses Perception +11
DEFENSE |
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AC 17, touch 15, flat-footed 14 (+2 deflection, +3 Dex, +2 natural)
hp 83 (11d6+3311d6 sorcerer, +22 Con, +11 Favored Class, +0 Toughness feat)
Fort +9+3 base, +2 Con, +1 Life of Toil trait, +3 cloak of resistance, Ref +9+3 base, +3 Dex, +3 cloak of resistance, Will +11+7 base, +1 Wis, +3 cloak of resistance
Resist cold 20
OFFENSE |
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Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)
Melee
+1 striking knaxe +5BAB plus -1 Str plus +1 enhancement (1d4-1-1 Str plus +0 enhancement/x3) or
masterwork dagger +5BAB plus -1 Str plus +1 enhancement (1d4-1-1 Str plus +0 enhancement/19-20)
Ranged
thrown masterwork dagger +9BAB plus +3 Dex plus +1 enhancement (1d4-1-1 Str plus +0 enhancement; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.)
masterwork light crossbow +9BAB plus +3 Dex plus +1 enhancement (1d8+0 enhancement/19-20; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.)
Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet
Bloodline Spell-Like Abilities (CL 11th; concentration +18; +4 overcome spell resistance)
103 plus Cha modifier/dayelemental ray (1d6+51/2 sorcerer level cold)
11 day; increases 2/day at 17th, and 3/day at 20th/dayelemental blast (11sorcerer leveld6 cold, DC 2210 plus 1/2 sorcerer level plus Cha modifier)
Sorcerer Spells Prepared (CL 11th; concentration +18; +4 overcome spell resistance)
5th (5/day)elemental body II, fire snake (DC 23) choose 1
4th (7/day)assay spell resistance, Dalamar's lightning lance (DC 22), dimension door, elemental body I
3rd (8/day)Bailey's golden retriever, dispel magic, fireball (DC 21), lightning bolt (DC 21), protection from energy
2nd (8/day)anticipate attack, dark way, energy dart, scorching ray (cold), scorching ray, see invisibility
1st (8/day)Bailey's copper retriever, burning hands (cold) (DC 19), cave dweller, comprehend languages, Kaupaer's skittish nerves, mage armor
0 (at will)arcane mark, bat sight, dash, detect magic, light, mage hand, mending, read magic, spark
Bloodline elemental (water)
STATISTICS |
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Str 88 base, +0 race, +0 level, Dex 1616 base, +0 race, +0 level, Con 1414 base, +0 race, +0 level, Int 1111 base, +0 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 2418 base, +2 race, +2 level, +2 headband of alluring charisma
Base Atk +5; CMB +4+5 BAB, +0 size, -1 Str; CMD 1910 +5 BAB, +0 size, -1 Str, +3 Dex, +2 deflection, +0 dodge
Traits Life of Toil, Reactionary
Feats Empower SpellB, Eschew MaterialsB, Greater Spell Penetration, Point-Blank ShotB, Precise Shot, Silent Spell, Simple Weapon Proficiency (all), Spell Focus (evocation), Spell Penetration, Still Spell
Skills +118 ranks, +3 Dex, -0 armor, Appraise +00 ranks, +0 Int, Bluff +70 ranks, +7 Cha, Climb -10 ranks, -1 Str, -0 armor, Diplomacy +70 ranks, +7 Cha, Disguise +70 ranks, +7 Cha, Escape Artist +30 ranks, +3 Dex, -0 armor, Fly +30 ranks, +3 Dex, -0 armor, Heal +10 ranks, +1 Wis, Intimidate +70 ranks, +7 Cha, Knowledge (arcana) +1411 background ranks, +0 Int, +3 class skill, Knowledge (local: Greyspace) +55 background ranks, +0 Int, Knowledge (space) +66 background ranks, +0 Int, Perception +1110 ranks, +1 Wis, Ride +30 ranks, +3 Dex, -0 armor, Sense Motive +21 ranks, +1 Wis, Spellcraft +1310 ranks, +0 Int, +3 class skill, Stealth +30 ranks, +3 Dex, -0 armor, Survival +10 ranks, +1 Wis, Swim -10 ranks, -1 Str, -0 armor, Use Magic Device +155 ranks, +7 Cha, +3 class skill
AcrobaticsLanguages Common
SQ bloodline arcana (change energy damage spells to cold)
Combat Gear barrier brew admixture, potion of bear's endurance, potion of cure moderate wounds (3), potion of fly (4), wand of cure light wounds (25 charges), wand of Drawmij's protection from gas (CL 3rd; 25 charges), wand of haste (CL 5th; 50 charges), wand of invisibility (21 charges), bolts (10)
Other Gear +1 striking knaxe, masterwork dagger, masterwork light crossbow, amulet of natural armor +2, cloak of resistance +3, headband of alluring charisma +2, meridian belt, mnemonic vestment, ring of protection +2, veil of perfume, backpack, canteen, cold-weather outfit, mess kit, oil (2), rope (50 ft.), tindertwig (5), torch (5), trail rations (7 days), 1,444 pp, 10,790 gp, 5 cp
SPECIAL ABILITIES |
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Elemental Blast (Sp) As standard action, range 60 ft., 20-ft.-radius burst, Reflex for half. Creatures that fail their saves gain vulnerability to cold until the end of your next turn.
Elemental Ray (Sp) As standard action, target any foe within 30 ft. as ranged touch attack.
Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.
Equipment Descriptions
barrier brew Consume as standard action provoking attacks of opportunity to gain +3 enhancement on natural armor for 60 minutes and +3 deflection bonus on AC and CMD for 6 minutes.
meridian belt You may wear a pair of rings on your hands and different pair on your feet, and as swift action, make any two of the four you wish active. Does not change action required to activate an effect of a ring.
mnemonic vestment 1/dayA spontaneous caster may use a spell slot to cast a spell from a written source (such as a scroll or spellbook) as if he knew the spell. The spell must be on your spell list, a spell level equal or lower than the expended spell slot, and of the same type (ex., arcane, divine) as the spell slot expended. Caster must understand the written source (such as using Spellcraft or read magic) and be carrying it. Activating this item is part of the action of casting the spell as normal, including casting time, providing components and foci, and so on. The written source is not consumed.
striking mastercraft template Gain +2 circumstance bonus to confirm critical hit with this weapon.
veil of perfume You are immune to any nonmagical nauseating or scent-based attack. Gain +2 bonus on saving throws against spells and supernatural effects the cause nausea or affect you through smell such as stinking cloud or ghast's stench ability. Negates your scent ability or any special ability based on your sense of smell.
Metamagic Feats Apply metamagic feat on the spot during casting, increasing standard action time to cast to full-round action (not the same as 1-round casting time). For spell with longer duration, it takes an extra full-round action to cast the spell. Does not change level of the spell, so the DC for saving throws does not increase. Does not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.
Empower Spell All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot two levels higher than spell's actual level.
Silent Spell A silent spell can be cast with no verbal components. Uses spell slot one level higher than spell's actual level.
Still Spell A stilled spell can be cast with no somatic components. Uses spell slot one level higher than spell's actual level.
Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Spell Focus (evocation) Add +1 to the Difficulty Class for all saving throws against spells from the evocation school (already factored in Sorcerer Spells Known section).
Height 5'11"; Weight 150 lbs.; Hair Brown; Eyes Blue; Skin Caucasian; Age 20; Religion Valhallan Pantheon; Homeland Greyspace; Favored Class Sorcerer
Defeated Enemies Guild Foxclaw, Mobile Boogin Manhunter, Succubus Demon
Defining Characteristic Bright Blue Eyes
SESSION NOTES |
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2024-2025 | DM Charles W. Plemons III 10 Games Played | Last Played 02/18/2025 | Created 11/19/2024 | Played by Parker Harmon |