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Bladeling sorcerer
Male Bladeling Sorcerer
Level 2
Unaligned
Strength 14 (+2)
Constitution 8 (-1)
Dexterity 13 (+1)
Intelligence 11 (+0)
Wisdom 18 (+4)
Charisma 5 (-3)
Height: 6' 3"
Weight: 270 lb
Skin: Tan
Eyes: Hazel
Hair: Red Curly; Average Beard
Maximum Hit Points: 30 [includes toughness]

Bloodied: 15
Surge Value: 7
Surges / Day: 5 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +2 = 1 [half level] + 1 [dexterity]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +2 = + 1 [half level] + 1 [dexterity]
Base Constitution Attack: 1d20 +0 = + 1 [half level]-1 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [half level] + 0 [intelligence]
Base Wisdom Attack: 1d20 +5 = + 1 [half level] + 4 [wisdom]
Base Charisma Attack: 1d20 -2 = + 1 [half level]-3 [charisma]

Armor Class: 13 = 10 + 1 [half level] + 2 [strength]
Fortitude Defense: 13 = 10 + 1 [half level] + 2 [strength]
Reflex Defense: 12 = 10 + 1 [half level] + 1 [dexterity]
Will Defense: 17 = 10 + 1 [half level] + 2 [sorcerer] + 4 [wisdom]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 2 characters get +1 on attack/damage (1d6 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: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Spiked Gauntlet: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d6+2 [strength bonus] 1 lb (Unarmed) [off-hand]
Razorswarm +5 [base strength attack + 2] vs reflex
Acid Orb -2i [base charisma attack] vs reflex
Blazing Starfall -2i [base charisma attack] vs reflex
Bedeviling Burst -2i [base charisma attack] vs will
Chromatic Orb -2i [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
140 lb.
280 lb.
700 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.


Languages: Common;

Rituals Known:

Skills:

Acrobatics: +2 = 1 [dexterity] + 1 [half level]
Arcana: +6 = 0 [intelligence] + 1 [half level] +5 [class training]
Athletics: +3 = 2 [strength] + 1 [half level]
Bluff: -2 = -3 [charisma] + 1 [half level]
Diplomacy: -2 = -3 [charisma] + 1 [half level]
Dungeoneering: +5 = 4 [wisdom] + 1 [half level]
Endurance: +5 = -1 [constitution] + 1 [half level] +5 [class training]
Heal: +5 = 4 [wisdom] + 1 [half level]
History: +6 = 0 [intelligence] + 1 [half level] +5 [class training]
Insight: +5 = 4 [wisdom] + 1 [half level]
Intimidate: +5 = -3 [charisma] + 1 [half level] + 2 [Bladeling] +5 [class training]
Nature: +5 = 4 [wisdom] + 1 [half level]
Perception: +7 = 4 [wisdom] + 1 [half level] + 2 [alertness]
Religion: +1 = 0 [intelligence] + 1 [half level]
Stealth: +2 = 1 [dexterity] + 1 [half level]
Streetwise: -2 = -3 [charisma] + 1 [half level]
Thievery: +2 = 1 [dexterity] + 1 [half level]
Feats:

Alertness Per Essentials, you cannot be surprised at all
Toughness
At-Will:

Melee Basic Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +2 [acrobatics] vs reflex / +3 [athletics] vs fortitude [move action]
Acid Orb [Level 1]
Blazing Starfall [AP; 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)
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]
Razor Swarm [Bladeling]
Bedeviling Burst [Level 1]
Dragon Flame Mantle [Level 2 Utility][immediate interrupt]
Daily Powers:

Chromatic Orb [Level 1]
Bladeling

+2 Dexterity, +2 Wisdom (already included)
+2 Intimidate
Razor Swarm once per encounter (see Manual of the Planes)
Sorcerer
This sorcerer chose the Cosmic Magic option -- cosmic persistence, cosmic power, soul of the cosmic cycle.

Equipment:

1 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
_____
35 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: flaming mace +1
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 this character:









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