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razor claw shifter Sorcerer |
Male Razorclaw Shifter Sorcerer Level 1 Unaligned (Chaotic) Strength 10 (+0) Constitution 11 (+0) Dexterity 16 (+3) Intelligence 8 (-1) Wisdom 12 (+1) Charisma 18 (+4) Height: 5' 10" Weight: 155 lb Skin: Silvery Eyes: Violet Hair: Purple Curly; Thick Beard / Hirsute Maximum Hit Points: 23 Bloodied: 11 Surge Value: 5 Surges / Day: 6 Size: Medium Speed: 6 squares Vision: Low-light Initiative: 1d20 +3 = + 3 [dexterity] Base Strength Attack: 1d20 +0 = + 0 [strength] Base Dexterity Attack: 1d20 +3 = + 3 [dexterity] Base Constitution Attack: 1d20 +0 = + 0 [constitution] Base Intelligence Attack: 1d20 -1 = -1 [intelligence] Base Wisdom Attack: 1d20 +1 = + 1 [wisdom] Base Charisma Attack: 1d20 +4 = + 4 [charisma] Armor Class: 13 = 10 + 3 [dexterity] Fortitude Defense: 10 = 10 Reflex Defense: 13 = 10 + 3 [dexterity] Will Defense: 16 = 10 + 2 [sorcerer] + 4 [charisma] If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items. Armor: None ("cloth") Shield: None Attacks: Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4 Morningstar: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d10 8 lb (Mace) Acid Orb +4i [base charisma attack] vs reflex Energy Strobe: Bedeviling Burst +4i [base charisma attack] vs will Chromatic Orb +4i [base charisma attack] vs. reflex i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc. Base Saving throw: d20 vs 10 Encumberance 4e Normal Load: Heavy Load: Maximum Drag Load 100 lb. 200 lb. 500 lb. Encumberance 3.5 Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb. Languages: Common; (? 1 more) Rituals Known: Skills: Acrobatics: +5 = 3 [dexterity] + 2 [Razorclaw Shifter] Arcana: +4 = -1 [intelligence] +5 [class training] Athletics: +2 = 0 [strength] + 2 [fire lizard] Bluff: +9 = 4 [charisma] +5 [class training] Diplomacy: +9 = 4 [charisma] +5 [class training] Dungeoneering: +1 = 1 [wisdom] Endurance: +2 = 0 [constitution] + 2 [fire lizard] Heal: +1 = 1 [wisdom] History: -1 = -1 [intelligence] Insight: +1 = 1 [wisdom] Intimidate: +9 = 4 [charisma] +5 [class training] Nature: +1 = 1 [wisdom] Perception: +1 = 1 [wisdom] Religion: -1 = -1 [intelligence] Stealth: +5 = 3 [dexterity] + 2 [Razorclaw Shifter] Streetwise: +4 = 4 [charisma] Thievery: +3 = 3 [dexterity] Feats: Arcane Familiar [AP] At-Will: Melee Basic Attack: By weapon, damage 1[W] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action] Bull Rush: +0 [base strength attack] vs fortitude [standard action] Grab: +0 [base strength attack] vs reflex [standard action] Move grabbed target: +0 [base strength attack] vs fortitude [standard action] Escape: +5 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action] Acid Orb [Level 1] Energy Strobe [Level 1]: Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances); Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action) Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight); switch familiar active/passive; Other Immediate Actions: Readied action Other Opportunity Actions: Opportunity attack Other Free Actions: Drop held items; End a grab; Talk Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive Short rest: Healing surges as available Five minutes: Normal escape from restraints (Acrobatics) One hour: Forage; Streetwise check Encounter Powers: Second Wind Spend an Action Point [free action, not in surprise round] Razorclaw Shifting [Razorclaw Shifter][minor action] Bedeviling Burst [Level 1] Daily Powers: Chromatic Orb [Level 1] Razorclaw Shifter +2 Dexterity, +2 Wisdom (already included) +2 Acrobatics, +2 Stealth Razorclaw Shifting (when bloodied; see Monster Manual) Sorcerer This sorcerer chose the Wild Magic option -- chaos burst, chaos power, unfettered power, wild soul. Familiar: Fire Lizard [Dragon 374] Low-light vision; speed 6 Constant Benefits: +2 bonus on athletics and endurance checks Resist fire 5, or increase by 2 if you already have resist fire; increase by 2 more if bloodied Active Benefits: Lizard is immune to fire Flood jossun's Equipment: 8 lb 2 lb 5 lb 1 lb 10 lb 10 lb 2 lb 4 lb _____ 42 lb Weapons / Armor / Shield (from above) Backpack Bedroll Flint and steel Pouch (belt) x1 Rations (1 day) x10 Rope (50', hempen) x1 Sunrods x2 Waterskins x1 Total Magic items: Weapon: Weapon: Weapon: Weapon: Armor: Shield: Arms: Feet: Hands: Head: Neck: Ring: Ring: Waist: Resistances: Action Point Tally: Daily Item Powers Per Day: Heroic Tier Milestones: / / / Death Saving Throw Failures: More about Flood jossun: |