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Eridicus Proximus (Chronikoce)

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NOTESEdit

The character currently in progress here may be scrapped. I may make it into an Npc or just scrap all together. Unless I can think of a really good personality and backstory to bring my interest back to this I will probably start making something different.

Basic InformationEdit

      Race: Human
     Class: Sorcerer Starsoul Bloodline
     Level: 01
Experience: 0
 Alignment: Alignment
 Languages: Common, TBD
     Deity: TBD
First Seen: URL to introduction appearance at DWI
  Location: URL-new-post.html to current game
Background: Open


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 07 -2 (-04 pts)
DEX: 14 +2 ( 05 pts)
CON: 14 +2 ( 05 pts)
INT: 12 +1 ( 02 pts)
WIS: 09 -1 (-01 pts)
CHA: 19 +4 ( 13 pts) +2 Racial Modifier

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
   (Max -2)   HP:  12 = [1d6 + CON (2) + Toughness (3) + FC(1)] (Sorcerer 01)
              AC:  12 = [10 + DEX (2) + Size (00) + Misc (00)]
        AC Touch:  12 = [10 + DEX (2) + Size (00) + Misc (00)]
   AC Flatfooted:  10 = [10 + Size (00) + Misc (00)]
            INIT: +02 = [DEX (2) + Misc (00)]
             BAB: +00 = [Sorcerer 01 (0)]
             CMB: -02 = [BAB (0) - STR (2) + Misc (0)]
             CMD:  10 = [10 + BAB (0) - STR (2) + DEX (2) + Misc (00)]
       Fortitude: +2  = [Sorcerer 1 (0) + CON (2) + Misc (00)]
          Reflex: +2  = [Sorcerer 1 (0) + DEX (2) + Misc (00)]
            Will: +3  = [Sorcerer 1 (2) - WIS (1) + Iron Will (2)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Weapon 01: Attack: +00 = [BAB (00) + Ability (00) + Misc (00) + Magic (00)]
           Damage: 0d00+0, Crit: 00/x0, Special: Special
Weapon 02: Attack: +00 = [BAB (00) + Ability (00) + Misc (00) + Magic (00)]
           Damage: 0d00+0, Crit: 00/x0, Special: Special

Racial FeaturesEdit

Ability Adjustments: +2 (Charisma)
               Size: Medium
              Speed: 30'
      Favored Class: Sorcerer (Favored Class Bonus: 1 HP)
         Bonus Feat: Bonus feat at 1st level
            Skilled: One extra skill rank per level

Class FeaturesEdit

Sorcerer (Starsoul Bloodline) 01

   Armor/Weapons: Proficient in all Simple Weapons, no armor or shields.
        Cantrips: Sorcerers learn a number of cantrips, or 0-level spells. These 
                  spells are cast like any other spell, but they do not consume
                  any slots and may be used again.
Eschew Materials: Sorcerers gain Eschew Materials as a Bonus Feat at 1st Level
Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their 
                  saves are dazzled by tiny sparkling starlights for 1 round per
                  level of the spell.
 Bloodline Power: Your skyward gaze and communion with the heavens focus and 
                  enhance your magical talents.
     Minute Meteors: At 1st level, you can summon a rain of tiny meteorites as a 
                     standard action to fall in a 5-foot column, 30 feet high, 
                     with a range of 30 feet. The meteors inflict 1d4 points of
                     fire damage + 1 per 2 sorcerer levels. Reflex save negates
                     this damage. The save DC is equal to 10 + 1/2 your sorcerer
                     level + your Charisma modifier. You may use this ability a
                     number of times per day equal to 3 + your Charisma modifier.
         Voidwalker: At 3rd level, you gain low-light vision and resist cold and 
                     fire 5. At 9th level, you no longer need to breathe, as if
                     wearing a necklace of adaptation.
    Aurora Borealis: At 9th level, you can create a sheet of cascading colors.
                     This power acts as a wall of fire, but it inflicts cold 
                     damage and does not radiate heat. However, one side of the
                     aurora designated by you fascinates creatures within 10 
                     feet, up to a maximum of 2 HD of creatures per sorcerer 
                     level. A Will save negates this fascinate effect. The save 
                     DC is equal to 10 + 1/2 your sorcerer level + your Charisma
                     modifier. You may use this ability for a number of rounds 
                     per day equal to your sorcerer level. These rounds do not 
                     need to be consecutive.
 Breaching the Gulf: At 15th level, your caster level is increased by 3 when
                     casting spells of the teleportation subschool. In addition,
                     once per day you can teleport a single creature within 30
                     feet into the void of space if it fails a Will save. The 
                     save DC is equal to 10 + 1/2 your sorcerer level + your
                     Charisma modifier. The target can attempt a new saving 
                     throw as a full-round action each round to return. While
                     trapped in the airless void, the target suffers 6d6 points
                     of cold damage per round and must hold its breath or begin
                     to suffocate.
           Starborn: At 20th level, you gain immunity to cold and blindness, 
                     and you can see perfectly in natural or magical darkness. 
                     In addition, you gain fast healing 1 when you are outdoors
                     at night.
 Bloodline Spell: At 3rd level, and every two levels thereafter, a sorcerer
                  learns an additional spell, derived from her bloodline. 
                  These spells are in addition to the number of spells given 
                  on Table: Sorcerer Spells Known. These spells cannot be 
                  exchanged for different spells at higher levels.
                  * Unseen Servant (3rd)
                  * Glitterdust (5th)
                  * Blink (7th)
                  * Call Lightning Storm (9th)
                     - dealing fire damage, damage increased outdoors at night 
                  * Overland Flight (11th)
                  * Repulsion (13th)
                  * Reverse Gravity (15th)
                  * Greater Prying Eyes (17th)
                  * Meteor Swarm (19th)
  Bloodline Feat: At 7th level, and every six levels thereafter, a sorcerer 
                  receives one bonus feat, chosen from a list specific to each 
                  bloodline. The sorcerer must meet the prerequisites for these
                  bonus feats.
           Feat List: Blind-Fight, Craft Rod, Dodge, Endurance,
                      Improved Counterspell, Improved Iron Will, Iron Will,
                      Quicken Spell, Skill Focus (Perception), Toughness.

FeatsEdit

  Toughness (1st Level): You gain +3 hit points. For every Hit Die you possess 
                         beyond 3, you gain an additional +1 hit point. If you
                         have more than 3 Hit Dice, you gain +1 hit points 
                         whenever you gain a Hit Die.
Iron Will (Human Bonus): Gain a +2 Bonus on all Will saving throws

TraitsEdit

Trait 1 (Type): Description
Trait 2 (Type): Description

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 04 = [Base (2) + INT (1)/Level; Human (1)/Level] (Sorcerer 01)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics             +02     0       0       2     -0   +0
Appraise               +01     0       *       1          +0
Bluff                  +08     1       3       4          +0
Climb                  -02     0       0      -2     -0   +0
Craft (       )        +01     0       *       1          +0
Diplomacy              +04     0       0       4          +0
Disable Device                 0       0       2     -0   +0
Disguise               +04     0       0       4          +0
Escape Artist          +02     0       0       2     -0   +0
Fly                    +02     0       *       2     -0   +0
Handle Animal                  0       0       4          +0
Heal                   -01     0       0      -1          +0
Intimidate             +08     1       3       4          +0
Knowledge (Arcana)     +04     1       3       1          +0
Knowledge (Dngnrng)            0       0       1          +0
Knowledge (Engnrng)            0       0       1          +0
Knowledge (Geography)          0       0       1          +0
Knowledge (History)            0       0       1          +0
Knowledge (Local)              0       0       1          +0
Knowledge (Nature)             0       0       1          +0
Knowledge (Nobility)           0       0       1          +0
Knowledge (Planes)             0       0       1          +0
Knowledge (Religion)           0       0       1          +0
Linguistics                    0       0       1          +0
Perception             -01     0       0      -1          +0
Perform    (       )   +04     0       0       4          +0
Profession (       )           0       *      -1          +0
Ride                   +02     0       0       2     -0   +0
Sense Motive           -01     0       0      -1          +0
Sleight of Hand                0       0       2     -0   +0
Spellcraft             +04     1       3       1          +0
Stealth                 00     0       0       2     -0   +0
Survival               -01     0       0      -1          +0
Swim                   -02     0       0      -2     -0   +0
Use Magic Device               0       *       4          +0
*Class skill with no ranks currently in it

Spells/Day and Save DC'sEdit

0 Level              Level 01              Level 02               Level 03
 ∞/Day        4 (3 Class, 1 High CHA)
 DC 14                DC 15
Level 04             Level 05              Level 06               Level 07

Level 08             Level 09

Spell Lists (Known)Edit

0 Level                    Level 01                   Level 02                   Level 03
* Spell Name               * Spell Name               * Spell Name               * Spell Name
* Spell Name               * Spell Name               * Spell Name               * Spell Name
^=FC Bonus Spell

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Armor                             00 gp   00  lb
Shield                            00 gp   00  lb
Weapon (Melee)                    00 gp   00  lb
Weapon (Ranged)                   00 gp   00  lb
  Ammo (00)                       00 gp   00  lb
Container (e.g. Backpack)         00 gp   00  lb
  Item                            00 gp   00  lb
  Item                            00 gp   00  lb
  Item                            00 gp   00  lb
  Item                            00 gp   00  lb


                           Total Weight:  00  lb

            Light  Medium   Heavy    
Max Weight: 0-100  101-200  201-300

FinancesEdit

PP: 00
GP: 00
SP: 00
CP: 00

Gems/Jewelry/Other:
0000

DetailsEdit

      Size: Medium
    Gender: Male
       Age:
    Height:
    Weight:
Hair Color:
 Eye Color:
Skin Color:
Appearance:
  Demeanor:

BackgroundEdit

Characters will not be considered ready for review without at least a brief background. Please insert background here (type over this text).

Adventure LogEdit

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (Date) (Judge 01) level 1
  • Approval (Date) (Judge 02) level 1

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