Malion Larendirsel

Elven Sorcerer (Orc Bloodline)

Description:

STR 12
DEX 18
CON 12
INT 14
WIS 12
CHA 15

Fort +1, REflex +4, Will +3

HP 8
AC 14
Init +6
CMB +4
CMD +15

Melee +1
Ranged +4

Club 1d6+1
Dagger 1d4+1
Light Crossbow 1d8 (50 bolts)

Skills
Intimidation +6
Perception +4
Profession (Sailor) +5
Spellcraft +6
Identify Properties of Magic Items +8


ELVEN RACIAL TRAITS -


  • Dex: +2, Con: -2, Int: +2
  • Type: Humanoid (Elf)
  • Size: Medium
  • Low-light Vision – Elves can see twice as far as humans in conditions of dim light
  • Keen Senses – Elves receive a +2 bonus on Perception checks.
  • Elven Immunities – Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or A1effects.
  • Elven Magic – Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
  • Weapon Familiarity – Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Automatic Languages: Common, Elven
  • Bonus Languages: Draconic, Orc


    CLASS ABILITIES -
  • BLOODLINE – You get your powers from your Orc bloodline. (PFCR 71).
  • BLOODLINE POWERS – You get the following powers from your Orc bloodline at this level:

    • Touch of Rage – Touch a creature to gain + 1/2 sorcerer level (min. 1) insight bonus to attack rolls, skill and ability checks, saving throws. Standard action. 3 + Cha mod times/day. (PFCR 74). (PFCR 71).
  • BLOODLINE ARCANA – You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. (PFCR 71).
  • ESCHEW MATERIALS – The sorcerer gains Exchew Materials as a bonus feat. (PFCR 71).
  • SORCERER CANTRIPS – The sorcerer can cast known 0-level spells at will. (PFCR 71).
  • SORCERER SPELLS – The sorcerer chooses spells from the sorcerer/wizard list according to the progression in PFCR 72. (PFCR 70-71).

    -GENERAL FEATS -
  • ESCHEW MATERIALS – You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. (PFCR 123)

    -COMBAT FEATS -
  • AGILE MANEUVERS – You add your Dexterity bonus to your base attack bonus and size bonus when determining your combat maneuver bonus (see the Combat chapter of Pathfinder Alpha 2) instead of your Strength bonus. (PFCR 117)

    -TRAITS -
  • Reactionary (Combat) – +2 Initiative. (PFCT 4)
  • Rich Parents (Social) – 900 gp starting cash. (PFCT 6)

SPELLS -

Ranges (Close = 25 ft, Medium = 110 Ft)
Known: 0 x4 ,1st x3
Per day: 1st x4

  • 0 Level:
    • Acid Splash – no save, Close range, 1x 1D3+1 acid orb
    • Detect Magic – no save, 60 ft range, Concentration (1 Minute)
    • Mage Hand – no save, Close range, Concentration, up to 5 lbs
    • Open/Close – DC 12 Will Negates, Close range

  • 1st Level:
    • Endure Elements – DC 13 Will Negates, Touch, 24hrs,
    • Mage Armor – DC 13 Will Negates, Touch, 1 hour, + 4 AC Bonus
    • Magic Missile – no save, Medium Range, 1d4+2 force missile.

Bio:

Malion Larendirsel

Of Swords & Men SpotsKnight