A Chronoshift: Spelljammer Character

CLAUDE DILL BUDSHIRE LEVEL 10

Male sokari sorcerer 10

LG Medium humanoid (sokari)

Init +10+4 Dex, +4 Improved Initiative, +2 Reactionary trait; Senses darkvision 60 ft., low-light vision, scent, tremorsense 30 ft.; Perception +12

 DEFENSE

AC 14, touch 14, flat-footed 10 (+4 Dex)

hp 94 (10d6+5010d6 sorcerer, +30 Con, +10 Favored Class, +0 Toughness feat, +10 ring of vigor)

Fort +10+3 base, +3 Con, +1 racial, +3 cloak of resistance, Ref +11+3 base, +4 Dex, +1 racial, +3 cloak of resistance, Will +13+7 base, +2 Wis, +1 racial, +3 cloak of resistance; +2 vs. disease, mind-affecting, and poison, +1 vs. Kyuss create spawn effects

Flaws provincial

 OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)

Melee

Melf's lesser battle staff +6BAB plus +0 Str plus +1 enhancement (1d6+1+0 Str plus +1 enhancement) or

unarmed strike +5BAB plus +0 Str (1d3+0+0 Str plus +0 enhancement nonlethal)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet

Bloodline Spell-Like Abilities (CL 10th; +2 overcome spell resistance; concentration +16)

93 plus Cha modifier/day—alien abscess

14 minutes1 minute per sorcerer level plus robe of arcane heritage/day—alien presence

Sorcerer Spells Known (CL 10th; +2 overcome spell resistance; concentration +16)

5th (4/day)—Bogg's cinderball (DC 22)

4th (6/day)—shrillfire (DC 21), telekinetic charge, vitriolic mist

3rd (7/day)—agonizeE (DC 19), crushing coils (DC 20), Illemak's smarting slivers (DC 20), manyjaws (DC 20)

2nd (8/day)—energy dart (DC 19), shocking spark, toothed tentacle, unluck on that, web shelter

1st (8/day)—fate denied, find the flaw (DC 17), Kiara's pernicious punch, mage armor, magic mace, ray of clumsiness, ray of sickening (DC 17)

0 (at will)—acid splash, dancing lights, dash, detect magic, ghost sound (DC 18), prestidigitation, ray of frost, read magic, resistance

Bloodline Realms Beyond; E evil spell

 STATISTICS

Str 1010 base, +0 race, +0 level, Dex 1814 base, +0 race, +0 level, +4 enhancement belt of incredible dexterity, Con 1615 base, +0 race, +1 level, Int 1413 base, +0 race, +1 level, Wis 1412 base, +2 race, +0 level, Cha 2218 base, +2 race, +0 level, +2 enhancement headband of alluring charisma

Base Atk +5; CMB +5+5 BAB, +0 size, +0 Str; CMD 1910 +5 BAB, +0 size, +0 Str, +4 Dex, +0 deflection, +0 dodge, -0 armor check penalty (21 vs. trip)

Traits Dangerously Curious, Reactionary

Feats Blind-FightB, Eschew MaterialsB, Extend Spell, Improved InitiativeB, Intensified Spell, Maximize SpellB, Point-Blank Shot, Simple Weapon Proficiency (all), Spell Focus (evocation), Spell Penetration

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +40 ranks, +4 Dex, -0 armor, Appraise +20 ranks, +2 Int, Bluff +167 ranks, +6 Cha, +3 class skill, Climb +00 ranks, +0 Str, -0 armor, Diplomacy +115 ranks, +6 Cha, Disguise +60 ranks, +6 Cha, Escape Artist +40 ranks, +4 Dex, -0 armor, Fly +40 ranks, +4 Dex, -0 armor, Heal +20 ranks, +2 Wis, Intimidate +60 ranks, +6 Cha, Knowledge (arcana) +1510 ranks, +2 Int, +3 class skill, Knowledge (nature) +61 ranks, +2 Int, +3 class skill, always a class skill, Knowledge (nobility: Realmspace) +61 ranks, +2 Int, +3 class skill, always a class skill (-1 beyond 50 miles of Dalelands), Knowledge (planes) +138 ranks, +2 Int, +3 class skill, Knowledge (religion: Wildspace) +20 ranks, +2 Int (+2 involving Kyuss), Linguistics +97 ranks, +2 Int, Perception +1210 ranks, +2 Wis, Ride +40 ranks, +4 Dex, -0 armor, Sense Motive +20 ranks, +2 Wis, Spellcraft +105 ranks, +2 Int, +3 class skill, Stealth +40 ranks, +4 Dex, -0 armor, Survival +20 ranks, +2 Wis, Swim +00 ranks, +0 Str, -0 armor, Use Magic Device +2010 ranks, +6 Cha, +3 class skill, +1 trait Dangerously Curious, always a class skill

Languages Beholder, Common, Draconic, Elven, Goblin, Rastipede, Semaphore, Sylvan, Tortle, Undercommon

SQ bloodline arcana (+2 DC on charm and illusion spells cast or activated from magic items)

Combat Gear mushroom, oil of grease, oil of hold portal, owlbear brush, potion of barkskin, potion of cure light wounds, potion of cure moderate wounds (2), potion of gaseous form, potion of remove disease, stardust elixir of cosmic acuity, stardust elixir of stellar insight, stardust elixir of void breathing, super bell, wand of cure light wounds (requires Use Magic Device check; 11 charges), wand of cure serious wounds (requires Use Magic Device check; slotted into Melf's lesser battle staff; CL 9th; 47 charges), wand of magic missile (CL 3rd; 25 charges), wand of magic missile (CL 9th; 8 charges), wand of orb of cold (CL 7th; 5 charges), iron pellet grenade with short fuse (2)

Other Gear acrobat slippers, belt of incredible dexterity +4, brooch of amber sparks, cloak of resistance +3, efficient quiver, headband of alluring charisma +2, lesser bouncing metamagic rod, lesser ectoplasmic metamagic rod, lesser elemental metamagic rod (slotted into Melf's lesser battle staff), lesser empower metamagic rod, lesser extend metamagic rod, Melf's lesser battle staff, ring of spell knowledge I (magic mace), ring of vigor, robe of arcane heritage, rod of bodily restoration, rod of weight, spell-lens, 135 pp

 SPECIAL ABILITIES

Alien Abscess (Sp) As standard action, make melee touch against a creature with 0 or positive hp. Target suffers 1 hp bleed damage per round until healed by Heal check or curative spell or effect, or until caster dies. Usable 3 + Cha modifier times per day.

Alien Presence (Sp) As standard action, gain +4 dodge bonus to AC and concealment (20% miss chance) even against darkvision and tremorsense. Usable for 1 minute per sorcerer level. Duration need not be consecutive but must be used in 1-minute increments.

Blind-Fight Every time you miss in melee because of concealment you can reroll your miss chance once to see if you actually hit. Against an invisible attacker you don't lose your Dex bonus to AC, and the attacker does not get the +2 bonus for being invisible. Bonuses still apply for ranged attackers. Do not need to make Acrobatics skill checks to move at full speed while blinded.

Equipment Descriptions

acrobat slippers Retain Dex bonus to AC when climbing, running, or using Acrobatics skill to move on narrow surfaces or uneven ground without falling. Gain +2 competence bonus to CMD against trip maneuvers and Reflex saves to avoid falling (including falling prone).

brooch of amber sparks When you take electricity damage, absorbs up to 20 electrical damage and holds that charge until you release it upon command as shocking grasp (dealing 1d6 electricity damage per 5 electricity held) or dissipates harmlessly at end of 10 minutes. Can absorb up to 50 electricity damage per day.

efficient quiver Has three extradimensional spaces. First can hold up 60 items of approximate size and shape of an arrow. Second can hold up to 18 items of approximate size and shape of a javelin. Third can hold up to 6 items of approximate size and shape as a bow, spear, or staff. Retrieving any item is same as drawing from a regular quiver or scabbard. Quiver always weighs only 2 lbs.

iron pellet grenade As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3 rounds dealing 1d6 bludgeoning, 1d6 piercing, and 1d6 fire damage in 10-ft.-radius burst (Reflex DC 15 half).

lesser bouncing metamagic rod 3/day—When casting spell up to 3rd level and targeting a single creature with a spell and it has no effect (due to spell resistance or successful saving throw), as a swift action, redirect to another eligible target within range as if it were the original target. Spells affecting the target in any way (including lesser effects from successful save) may not be redirected. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

lesser ectoplasmic metamagic rod 3/day—When casting spell up to 3rd level, has full effect against incorporeal or ethereal creatures. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

lesser elemental metamagic rod 3/day—When casting spell up to 3rd level, replace spell's normal damage with chosen energy type or split so half is of chosen energy type and half normal. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

lesser empower metamagic rod 3/day—When casting spell up to 3rd level, all variable, numeric effects are increased by half including bonuses to those rolls. Saving throws and opposed rolls are unaffected, nor are spells without random variables. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

lesser extend metamagic rod 3/day—When casting spell up to 3rd level, duration is twice as long as normal unless duration is concentration, instantaneous, or permanent. A sorcerer requires full-round action to use. Cannot be used with any other metamagic rod.

Melf's lesser battle staff Has two hollows, one can hold a rod and the other a wand. While holding the staff, you are considered to be holding the rod and wand. Also functions as +1 quarterstaff. As standard action that does not provoke attacks of opportunity, use spell completion to cast one of the following spells with your caster level and ability score modifier for the listed cost in charges: war staff (2). If one such spell is on your spell list and you are capable of casting it, may expend one level 3 spell to imbue one charge into staff per day (maximum 10 charges).

mushroom Consume as standard action provoking attacks of opportunity to cure 2d4 hp or increase your land speed by 20 ft. until start of your next turn.

owlbear brush As full-round action provoking attacks of opportunity, paint 8 ft. tall by 5 ft. wide black rectangle on wall from which emerge 1d3 owlbears (as per summon nature's ally V) who attack your opponents. If you can communicate with owlbears, you can direct them to attack particular enemies, not attack, or perform other actions. They disappear after 9 rounds, and the brush becomes nonmagical after one use.

ring of spell knowledge I A spontaneous arcane caster can make a DC 20 Spellcraft check to teach the ring up to a 1st level spell from a written, active, or cast version of a spell. Thereafter, treat spell as known and on class spell list. Arcane spells not normally appearing on your class spell list are treated as one level higher for storage and casting.

ring of vigor Gain +1 enhancement bonus hp per level or HD. Must be worn a week before this benefit is gained, and if removed another week is required.

robe of arcane heritage Treat sorcerer level as 4 higher than normal for determining bloodline powers you can use and their effects.

rod of bodily restoration Item has 3 charges that recharge daily. As standard action, spend 1, 2, or 3 charges to heal Str, Dex, or Con (cannot restore mental abilities) ability score damage (not drain) to touched target: 1 charge to heal 4 points on any one or 2 on all three, 2 charges to heal 6 points on any one or 3 on all three, or 3 charges to heal 8 points on any one or 4 on all three.

rod of weight Speak command word to activate as standard action not provoking attacks of opportunity to change rod's default minimum 5 lbs. weight to any desired weight up to a maximum of 150 lbs. Stays at new weight until command word changes weight or restores default. Can be used as a light mace or club at up to 10 lbs. weight.

short fuse As move action, light fuse. As standard action, throw as splash weapon. Explodes immediately upon landing in square; if you fail to throw (or drop), it explodes at the end of your turn. On natural 1 or 2 with attack roll it instead explodes in your hand. You receive no save to reduce damage although anyone in blast radius receives normal save. If you carry a short fuse grenade and fail a saving throw against a magical fire attack, roll your Reflex bonus +7 against same DC. On failure, grenade explodes allowing saving throws for all in blast radius.

spell-lens When attached to a wand (attach or remove as full-round action), spells cast from wand affected by both Empower Spell and Enlarge Spell metamagic feats but cost triple number of charges. If wand lacks sufficient charges, the spell-lens has no effect.

stardust elixir of cosmic acuity For 1 hour, gain +4 insight bonus on AC against attacks from aberrations and saving throws against spells and abilities used by aberrations.

stardust elixir of stellar insight For 1 hour, gain +5 insight bonus on all Knowledge checks.

stardust elixir of void breathing For 24 hours, gain cold resistance 5, breathe freely underwater or in a vacuum and immune to gases, vapors, inhaled diseases, inhaled poisons, and similar spell effects such as cloudkill or stinking cloud. Neither you nor equipment harmed by temperatures between -50 and 140 degrees Fahrenheit and no Fort saves due to temperature are necessary.

super bell Activate as standard action not provoking attacks of opportunity to gain 2d8 temporary hp. Until these temporary hp are depleted or 5 minutes pass, whichever comes first, gain Climb speed equal to land speed and all unarmed attacks deal piercing damages. Can end as move action if desired.

Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.

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.

Extend Spell Duration is doubled. Cannot affect spell with duration of concentration, instantaneous, or permanent. Uses spell slot one level higher than spell's actual level.

Intensified Spell Maximum damage dice increased by up to 5 levels; you must have sufficient caster levels to surpass the maximum. No other variables affected, and spells that inflict damage that is not modified by caster level are unaffected. Uses spell slot one level higher than spell's actual level.

Maximize Spell All variable numeric effects modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot three levels higher than spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility.

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).

Tremorsense (Ex) You can automatically pinpoint the location of anything in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.


Height 6'5"; Weight 245 lbs.; Hair Midnight Black Mane; Eyes Brown; Skin Chestnut Brown Fur, White Patch Down Snout; Age 106; Religion Order of Vigilance; Homeland Realmspace (Dalelands / Feywild); Favored Class Sorcerer

Defeated Enemies Advanced Gauth Beholderkin Goon, Blooper Goon, Bob-omb Goon, Brute Priest, Cavernous Bear, Drow Master Scout Goon, Drow Warrior Underpriestess, Dwarf Pistolero, Goomba Goon, Hammerhead Scavver, Malevolent Spawn of Kyuss Goon, Neogi Spellweaver Initiate, Piranha Plant Goon, Red Koopa Troopa Goon, Scorpion Spawn, Spawning Scorpion, Spectre, Umber Hulk, Wormswarm Goon, Zhentarim Mercenary Goon

Defining Characteristic Charm. Claude is a master of using his social skills to get what he needs for his survival and can always get himself out of a dire situation using whatever means necessary.

History Claude Budshire is a male Sokari sorcerer from the Dalelands on the planet Toril in Realmspace. His parents are both high-level sorcerers who taught him all the secrets of the trade and how to use his wit and intellect to demolish those who oppose him. His defining trait is his vast charisma and charm. Claude relies on his superior charm and excellent social skills to draw his power and might from. He is also a hearty individual who is sharp in the mind and stays very fit and healthy.

A political storm erupts as the official of the Dalelands is assassinated, and towns are robbed, pillaged, and conquered by enemy marauders out for blood. Claude’s family tries to escape but gets surrounded by a group and easily overtaken. His parents sacrifice themselves and tell him to run and find shelter. He does so and flees to Bral. In a new city on his own, he finds a bar called the Laughing Beholder. A large beholder named Luigi agrees to let him live in a room for a short time while he gets back on his feet.

One night in the bar, an odd group of adventurers sits down and eats. Claude overhears them mourning the loss of their allies in a dragon fight and how they need to look for new members. Claude introduces himself and offers his services to this interesting group of individuals as he himself mourns the tragedy he’s dealing with in his life.

Future Level-Up Plans: When 6th-level spell slots (or higher) are available, take Persistent Spell feat.


SESSION NOTES
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