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Rated: E · Appendix · Other · #2240767
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:




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