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Thyra N
Character Name Alignment
Sorcerer 1
Character Level
Half-Elf (Dark) M
Race Size
Female 25
Gender Age
5'10 120
Height Weight
White Green
Hair Eyes
Rob
Player
- The Underwood
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 N/A +1
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
10 +0 N/A +0
Int
Intelligence
11 +0 N/A +0
Wis
Wisdom
7 -2 N/A -2
Cha
Charisma
17 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
6
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
ARMOUR CLASS
Total AC
Armour
Shield
Dex
12
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+1
Touch
12
Flat Footed
11
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +0 +0 CON +0 +0 +0 +0
Reflex +1 +0 DEX +1 +0 +0 +0
Will -2 +0 WIS -2 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
10 +11 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
20
0
15
20
0
Languages

Common
Elvish

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
4
3
0
0
0
0
0
0
0
0
Per Day
-
3
0
0
0
0
0
0
0
0
Spell List

LVL 0 Spell:

  • Detect Magic: Detects spells and magic items within 60 ft.
  • Ghost Sound: Figment sounds.
  • Ray of Frost: Ray deals 1d3 cold damage.
  • Resistance: Subject gains +1 on saving throws.

  • LVL 1 Spells:
  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Charm Person: Makes one person your friend.
  • Detect Secret Doors: Reveals hidden doors within 60 ft.

  • Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
      Acrobatics +1 (DEX)  +1 +0 +0
    Bluff +8 (CHA)  +3 +1 +4
      Climb +1 (STR)  +1 +0 +0
      Diplomacy +3 (CHA)  +3 +0 +0
      Disguise +4 (CHA)  +3 +0 +1
      Escape Artist +1 (DEX)  +1 +0 +0
    Fly +1 (DEX)  +1 +0 +0
      Heal -2 (WIS)  -2 +0 +0
    Intimidate +3 (CHA)  +3 +0 +0
    Knowledge: Arcana +0 (INT)  +0 +0 +0
      Knowledge: Dungeoneering +0 (INT)  +0 +0 +0
      Knowledge: Local +1 (INT)  +0 +0 +1
      Knowledge: Nature +0 (INT)  +0 +0 +0
      Knowledge: Planes +0 (INT)  +0 +0 +0
      Knowledge: Religion +0 (INT)  +0 +0 +0
    Perception +2 (WIS)  -2 +1 +3
      Ride +1 (DEX)  +1 +0 +0
      Sense Motive -2 (WIS)  -2 +0 +0
      Stealth +1 (DEX)  +1 +0 +0
      Survival -2 (WIS)  -2 +0 +0
      Swim +1 (STR)  +1 +0 +0
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +0 (INT)  +0 +0 +0
      Knowledge: Engineering +0 (INT)  +0 +0 +0
      Knowledge: Geography +0 (INT)  +0 +0 +0
      Knowledge: History +0 (INT)  +0 +0 +0
      Knowledge: Nobility +0 (INT)  +0 +0 +0
    Profession: Nobility -2 (WIS)  -2 +0 +0
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Feats

    Dodge: You gain a +1 dodge bonus to your AC. (A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.)

    Special Abilities

    Claws: You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier.

    Mercurial Bloodline: Your heritage bloodline is unstable, and your magic represents that. Each morning, roll to decide which elemental energy type from your heritage (Cold or Fire) you feel a stronger connection to until your next long rest. Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

    Traits

    Integrated: Half-Elves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

    Keen Hearing: Half-Elves receive a +2 bonus on Perception checks to notice faint sounds, such as distant footsteps or arcane humming.

    Nimble Faller: Half-Elves land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    Ancestral Blade +0 {18--20} x2 Slashing Contact None 1d6
    Money & Weight

    Gold - 24
    Silver - 8
    Copper -8

    backpack inventory weight: 26 lbs.

    Arms & Equipment

    Ancestral Blade

    Class Features

    A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

    Possessions & Property

    Ancestral Blade (4 lbs.)
    Traveler's Outfit (5 lbs.)
    Belt Pouch

    BACKPACK (2 lbs.)
    Waterskin (4 lbs.)
    Bullseye Lantern ((3 lbs.)
    Oil (1 pint) (1 lb.)
    Silk Rope (5 lbs.)
    Spyglass (1 lb.)
    Soap
    Map - with case
    Flint and Steel
    Canvas (2 lbs.)
    Bedroll (5 lbs.)
    Travel Rations -3 (3 lbs.)
    Tindertwigs - 3

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    NATIVEBALLER23.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

    Link/Embed