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- Soleil Legrand
- Sylph
- Level 3 Sorcerer (Elemental [Air] Bloodline)
- (Favored Class Sets: 1;HP, 2;HP 3;HP)
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- Abilities:
- Str 13, Dex 15, Con 10, Int 15, Wis 13, Cha 16
- (Air Affinity: Charisma counts as score as 2 points higher for all sorcerer spells and class abilities.)
- HP: 22
- AC: 13 (+1 Armor, +2 Dex), CMD: 14
- Base Attack: +1 CMB: +2
- Fort: +1 Reflex: +3 Will: +4
- Init: +6; 35 Move; Darkvision 60ft; Electricity Resistance 10;Feather Fall 1/day (CL=Total Level)
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- Attack:
- Club: +2 (1d6+1, x2, Range - 10)
- Feats:
- Eschew Materials, Improved Initiative, Toughness
- Class Abilities:
- Spellcasting, Bloodline Arcana, Elemental Ray (Sp)
- Skills:
- Perception: +4 (Points 3, +1 Wis), Diplomacy: +7 (Points 1, +3 CS, +3 Cha), Knowledge [Arcana]: +7 (Points 2, +2 Int, +3 CS),
- Spellcraft: +8 (Points 3, +3CS, +2 Int), Use Magic Device: +9 (Points 3, +3 CS, +3 Cha)
- Items:
- Shawl of Armor +1, Traveler's Outfit, Club, 18pp, 516 gold
- Spells:
- [Spells Per Day: ∞ Cantrips, 6 1st]
- 0-Level Cantrips Known:
- Pants, Detect Magic, Jolt, Prestidigitation, Light
- 1st-Level Spells Known:
- Sword Shock, Shocking Grasp, Burning Hands, Energy Missile
- Bloodline Arcana: Whenever Soleil casts a spell that deals energy damage, they can change the type of damage to electricity. This also changes the spell's type to electric.
- Elemental Ray (Sp): Starting at 1st level, Soleil can unleash a ray of electricity as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage, +1 for every two sorcerer levels they possess. Soleil can use this ability a number of times per day equal to 3 + their Charisma modifier.
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