GOSHIK TRAKAR | LEVEL 8 |
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Male elf sorcerer 5/dragon disciple 3
CG Medium humanoid (elf)
Init +6+2 Dex plus +4 Improved Initiative; Senses low-light vision; Perception +10
DEFENSE |
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 60 (5d6+3d12+135d6 sorcerer, 3d12 dragon disciple, +8 Con, +5 Favored Class, +0 Toughness feat)
Fort +8+3 base, +1 Con, +2 Great Fortitude, +1 Forlorn trait, +1 cloak of resistance, Ref +5+2 base, +2 Dex, +1 cloak of resistance, Will +9+6 base, +0 Wis, +2 Iron Will, +1 cloak of resistance; +2 vs. enchantment
Immune sleep; Resist fire 5
OFFENSE |
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Speed 30 ft.30 ft. base, -0 ft. armor
Melee
mwk heavy mace +6BAB plus +1 Str plus +1 enhancement (1d8+1+1 Str) or
mwk alchemical silver dagger +6BAB plus +1 Str plus +1 enhancement (1d4+1 Str plus -1 silver/19-20)
Ranged
+1 light crossbow +7BAB plus +2 Dex plus +1 enhancement (1d8+1+1 Str /19-20; increments 105 = thrown | 10 = projectile; range 8080 ft. ft.)
Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, breath weapon (60-ft. line, 8d6 fire, DC 1810 plus 1/2 [sorcerer + dragon disciple levels] plus +4 Cha, 1/day), claws (2, 1d6+1+1 Str, magic, 73 plus +4 Cha rounds/day), dragon bite (1d6+1+1 1.5x Str)
Sorcerer Spells Known (CL 7th; concentration +11+7 caster level plus +4 Cha)
3rd (5/day)fireball (DC 18), fly, greater magic weaponP, water breathing
2nd (7/day)blindness/deafness (DC 16), invisibility, resist energy, scorching ray, surfP
1st (7/day)burning hands (DC 16), disguise self, mage armor, magic missile, ray of enfeeblement (DC 15), shocking grasp
0 (at will)detect magic, disrupt undead, mage hand, open/close, prestidigitation, ray of frost, read magic
Bloodline Draconic (Brass); P page of spell knowledge
STATISTICS |
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Str 1210 base, +0 race, +0 level, +2 dragon disciple, Dex 1412 base, +2 race, +0 level, Con 1214 base, -2 race, +0 level, Int 1815 base, +2 race, +1 level, Wis 1010 base, +0 race, +0 level, Cha 1817 base, +0 race, +1 level
Base Atk +4; CMB +5+4 BAB, +0 size, +1 Str; CMD 1710 +4 BAB, +0 size, +1 Str, +2 Dex, +0 deflection, +0 dodge
Traits Dangerously Curious, Forlorn
Feats Eschew MaterialsB, Great FortitudeB, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency (all), Spell Focus (evocation)
Skills +31 ranks, +2 Dex, -0 armor, Appraise +81 ranks, +4 Int, +3 class skill, Bluff +81 ranks, +4 Cha, +3 class skill, Climb +21 ranks, +1 Str, -0 armor, Craft (alchemy) +125 ranks, +4 Int, +3 class skill, Diplomacy +81 ranks, +4 Cha, +3 class skill, Disable Device +51 ranks, +2 Dex, +2 masterwork thieves' tools, -0 armor, Disguise +71 ranks, +4 Cha, +2 disguise kit, Escape Artist +61 ranks, +2 Dex, +3 class skill, -0 armor, Fly +127 ranks, +2 Dex, +3 class skill, -0 armor, Handle Animal +51 ranks, +4 Cha, Heal +11 ranks, +0 Wis, Intimidate +81 ranks, +4 Cha, +3 class skill, Knowledge (arcana) +125 ranks, +4 Int, +3 class skill, Perception +105 ranks, +0 Wis, +3 class skill, +2 racial, Ride +31 ranks, +2 Dex, -0 armor, Sense Motive +11 ranks, +0 Wis, Sleight of Hand +31 ranks, +2 Dex, -0 armor, Spellcraft +136 ranks, +4 Int, +3 class skill, Stealth +31 ranks, +2 Dex, -0 armor, Survival +11 ranks, +0 Wis, Swim +21 ranks, +1 Str, -0 armor, Use Magic Device +113 ranks, +4 Cha, +3 class skill, +1 trait Dangerously Curious; Racial Modifiers +2 Perception
AcrobaticsLanguages Common, Draconic, Elven, Sylvan
SQ blood of dragons, bloodline arcana (fire spells deal +1 damage per die), dragon bite, elven magic, weapon familiarity
Combat Gear oil of warp wood, potion of barkskin, potion of bull's strength, potion of cure moderate wounds, potions of cure serious wounds (2), potion of jump, +1 corrosive bolts (5), +1 frost bolts (5), +1 giant-bane bolts (5), +1 shock bolts (5), wand of lightning bolts (CL 10th; 3 charges), wand of sickening magic missiles (CL 9th; 4 charges), acid (3), alchemist's fire (4), tanglefoot bag, thunderstones (5), wyrm's breath bitter
Other Gear +1 light crossbow with 40 bolts, masterwork alchemical silver dagger, masterwork heavy mace, cloak of resistance +1, efficient quiver, page of spell knowledge (arcane; greater magic weapon), page of spell knowledge (arcane; surf), ring of counterspells (magic missile), robe of useful items, slippers of spider climbing, antiplague (3), antitoxin (4), backpack, bandolier, bedroll, belt pouch, canteen, disguise kit (10 uses), flint and steel, gear maintenance kit, iron pot, masterwork thieves' tools, mess kit, rope (50 ft.), soap (49 uses), torches (5), trail rations (7), 225 pp, 1 gp, 8 sp, 4 cp
SPECIAL ABILITIES |
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Blood of Dragons Add dragon disciple level to sorcerer levels when determine powers gained from bloodline.
Claws (Su) As free action, grow claws as natural weapons for a number of rounds per day equal to 3 + Cha modifier. Can make two claw attacks as full attack using full base attack bonus. Rounds of use do not need to be consecutive. Considered magic weapons for purpose of overcoming DR.
Dragon Bite (Ex) When using bloodline to grow claws, also gain primary bite attack (1d6 [1d4 Small] damage plus 1-1/2 Str modifier).
Elven Magic Receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Equipment Descriptions
acid Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 acid damage; every creature within 5 ft. of point of impact takes 1 hp acid damage from splash.
alchemist's fire Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 fire damage; every creature within 5 ft. of point of impact takes 1 hp fire damage from splash. On round following direct hit, target takes additional 1d6 fire damage. Can spend full-round action to attempt to extinguish before taking this additional damage (DC 15 Reflex). Rolling on ground provides +2 bonus on save. Leaping into large body of water or magically extinguishing flames automatically smothers the fire.
antiplague Consume to gain +5 alchemical bonus on Fort saves against disease for 1 hour. If already infected, may also make two saves (without the +5 bonus) that day and use better result.
antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.
bandolier As move action provoking attacks of opportunity, use "retrieve a stored item" action to take item from bandolier. Can hold up to 8 small items. Can wear no more than two bandoliers at once.
tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.
thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.
wyrm's breath bitter Consume and become sickened for 1d6 minutes (DC 12 Fort negates; dwarves receive +5 racial bonus). After drinking, as move action, belch in either 5-ft.-radius spread or 10-ft. cone that deafens and sickens others for 1 round (DC 12 Fort negates). Must wait 1d4 rounds between belches but can belch as often as desired for 10 minutes.
Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.
Magic Item Descriptions
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.
robe of useful items 1/roundAs standard action, detach patch which becomes actual item. Patches remaining: bag with 10 gems (worth 100 gp each), bullseye lantern (full and lit) (2), dagger (2), hempen rope (50 ft.) (2), iron door (up to 10 ft. wide and 10 ft. high and barred on one side-must be placed upright, attaches and hinges itself), mirror (2' x 4' steel) (2), open pit (10 ft. by 10 ft. by 10 ft.) (3), pole (10-ft.) (2), sack (2), scroll of animate rope (arcane; CL 1), silver coffer (6 in. by 6 in. by 1 ft.; worth 500 gp), window (2 ft. by 4 ft., up to 2 ft. deep) (2), wooden ladder (24 ft. long).
slippers of spider climbing 10 minutes/dayGain climb speed 20 ft. Enables movement on vertical surfaces or upside down with hands free. Severely slippery surfacesice, oil, greaserender useless. Duration does not need to be consecutive but must be spent in 1-minute increments.
wand of sickening magic missile Upon command, this wand fires five missiles dealing a total of 5d4+5 points of damage with a range of 190 feet. Any creature struck by one of the missiles must make a DC 13 Fortitude save or be sickened for 1 round.
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 6'2"; Weight 133 lbs.; Hair Black; Eyes Blue; Skin White; Age 175; Religion Nethys; Homeland Five Kings Mountains; Favored Class Sorcerer; XP Earned 44,601 of 50,000
Defeated Enemies Advanced Plagued Dog, Articulated Armor, Large Lightning Elemental, Vampiric Cloaker, Werewolf Trapper Packlord, Werewolf Trapper, Wolf