Post by Kuro on Dec 21, 2014 20:03:14 GMT
Name: Sina Luzia Siskin
Alignment: Neutral Good
Level: 1
Race: Human
Class(es): Sorcerer (silver draconic bloodline)
Experience Points: 0/300 TNL
Size: Medium
Speed: 30
Languages Known: Common, Draconic, Elven
Physical Description-
tall, imposing, eyepatch, silver hair
Background: Noble
Trait: The common folk love Sina for her generosity.
Ideal: Sina believes it is her duty not only as a noble but also as a sorcerer to protect those beneath her.
Bond: Sina carefully cultivates her image as a hero to the common folk.
Flaw: Sina's behaviour and fraternizing with commoners often brings embarrassment to her family.
History-
stuff
HP: 9/9
AC: 15
Attacks
Proficiencies
Bonus: +2
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: 1 gaming set
Saves: Constitution, Charisma
Skills: Arcana (Int+1), Deception (Cha+3), History (Int+1), Intimidate (Cha+3), Persuasion (Cha+3)
Inventory
Gold: 25
Special Abilities
Sorcerer Spell Slots
Spell List
Alignment: Neutral Good
Level: 1
Race: Human
Class(es): Sorcerer (silver draconic bloodline)
Experience Points: 0/300 TNL
Size: Medium
Speed: 30
Languages Known: Common, Draconic, Elven
Physical Description-
tall, imposing, eyepatch, silver hair
Background: Noble
Trait: The common folk love Sina for her generosity.
Ideal: Sina believes it is her duty not only as a noble but also as a sorcerer to protect those beneath her.
Bond: Sina carefully cultivates her image as a hero to the common folk.
Flaw: Sina's behaviour and fraternizing with commoners often brings embarrassment to her family.
History-
stuff
Ability | Score | Modifier |
STRength | 10 | - |
DEXterity | 14 | +2 |
CONstitution | 14 | +2 |
INTelligence | 12 | +1 |
WISdom | 8 | -1 |
CHArisma | 16 | +3 |
HP: 9/9
AC: 15
Attacks
Attack Name | Attack Bonus | Damage | Range | Type | Special Notes/Other Effects |
Dagger | +4 | 1d4 | 20/60 | P | finesse, light, thrown |
Light crossbow | +4 | 1d8+2 | 80/320 | P | ammo, loading, 2hand |
Ray of Frost | +6 | 1d8 | 120 | Cold | Cantrip, slows by 10 feet |
Fire Bolt | +6 | 1d10 | 240 | fire | Cantrip |
Proficiencies
Bonus: +2
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: 1 gaming set
Saves: Constitution, Charisma
Skills: Arcana (Int+1), Deception (Cha+3), History (Int+1), Intimidate (Cha+3), Persuasion (Cha+3)
Inventory
Name | Weight | Description/Function |
Fine Clothes | - | - |
Signet Ring | ||
Scroll of Pedigree | ||
Purse | ||
Light Crossbow | ||
crossbow bolts x20 | ||
Component Pouch | ||
2 daggers | ||
Backpack | ||
Bedroll | ||
Mess kit | ||
Tinderbox | ||
10 torches | ||
Rations x10 | ||
Waterskin | ||
Hempen rope 50 ft |
Gold: 25
Special Abilities
Special Ability | Type | # of times Usable | Description | DC (If Any) |
Position of Privilege | Background | - | Welcome in high society, assumed to have the right to be wherever she is, commoners accommodate her and avoid her displeasure, treated as noble by other nobles, can secure audience with local nobles. | - |
Draconic Resilience (silver) | Class | - | +1 max HP per level; AC equals 13 + dex when unarmored | - |
Spell Sniper | Feat | - | - Any spell that requires an attack roll has double range - Ranged spell attacks ignore half and three-quarters cover - Extra cantrip that requires an attack roll |
Sorcerer Spell Slots
Cantrips (DC: ) | # of Spells Known | Level 1 (DC: ) | Level 2 (DC: ) | Level 3 (DC: ) | Level 4 (DC: ) | Level 5 (DC: ) | Level 6 (DC: ) | Level 7 (DC: ) | Level 8 (DC: ) | Level 9 (DC: ) |
4+1 (DC 13) | 2 | 2 (DC 13) | - | - | - | - | - | - | - | - |
Spell List
Spell Name | Level | School | Damage Type (if any) | Description |
Ray of Frost | 0 | Evocation | 1d8 cold | 1 action, 120 feet, V/S, instant; ranged spell attack; on hit, reduces target's speed by 10 feet until the start of Sina's next turn; damage increases to 2d8 at level 5, 3d8 at 11, and 4d8 at 17. |
Fire Bolt | 0 | Evocation | 1d10 fire | 1 action, 240 feet, V/S, instant; ranged spell attack; on hit, deals 1d10 fire damage; ignites unattended flammable objects; damage increases to 2d10 at level 5, 3d10 at 11, and 4d10 at 17. |
Mage Hand | 0 | Conjuration | - | 1 action, 30 feet, V/S, 1 minute duration; can use an action to control hand to manipulate object, open unlocked things, stow or retrieve an item, pour contents from a container. Can't attack, activate magic items, or carry more than 10 pounds. |
Light | 0 | Evocation | - | 1 action, touch, V/M (firefly or glowy moss), 1 hour duration; one object less than 10 feet in size sheds bright light for 20 feet and dim light for 20 feet more, of any colour; if target is held or worn by hostile enemy, creature must succeed on Dex save to avoid it. |
Message | 0 | Transmutation | - | 1 action, 120 feet, V/S/M (copper wire), 1 round duration; point at someone and whisper message; only the target can hear it and can reply with a whisper only caster can hear. Can be cast through solid objects (magic silence, 1 foot of stone, 1 inch of metal, thin sheet of lead, or 3 feet of wood blocks spell) if target is familiar and known to be at a location. |
Shield | 1 | Abjuration | - | 1 reaction to being attacked, self, V/S, 1 round; gain a +5 bonus to AC until the start of next turn |
Burning Hands | 1 | Evocation | 3d6 fire | 1 action, 15 foot cone, V/S, instant; Dexterity save or take 3d6 fire damage, half on success; fire ignites unattended flammables. |