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Solas



BASICS
NAME: Solas
AGE: Old
RACE: Elvhen
CLASS: Sorcerer
LEVEL: 8
PROF: Academic
STR: 10(+0)
DEX: 15(+2)
CON: 14(+2)
INT: 16(+3)
WIS: 14(+2)
CHA: 13(+1)
VITAL STATS
FORT SAVE: +4
REF SAVE: +4
WILL SAVE: +8
ACTION POINTS: 56
INITIATIVE: +2
HIT POINTS: 38
DEFENSE: 17
HIT DIE: D4
SKILLS
@ full character sheet
FEATS
→ Simple Weapons Proficiency: The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons.

→ Skill Focus - Knowledge Arcana: You get a +3 bonus on all checks involving this skill.

→ Focused: The character gets get a +2 bonus on all Balance checks and Concentration checks.

→ Educated: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. (Behavioral Sciences and Tactics)
ABILITIES/CLASS FEATURES
→ Summon Familiar: The sorcerer can obtain a familiar, and chooses the kind of familiar she gets. As the sorcerer advances in level, her familiar also increases in power. A character with more than one class that grants a familiar may have only one familiar at a time.

→ Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
SPELLS
Level Zero
Detect Magic: Divination. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Detect Poison: Divination. You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check.
Light: Evocation. This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object.
Mending: Transmutation. Mending repairs small breaks or tears in objects.
Message: Transmutation. You can whisper messages and receive whispered replies with little chance of being overheard.
Ray of Frost: Evocation. A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Read Magic: Divination. By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
Resistance: Abjuration. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Arcane Material Component: A miniature cloak.

Level One
Chill Touch: Necromancy. A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.
Comprehend Languages: Divination. You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Arcane Material Component: A pinch of soot and a few grains of salt.
Identify: Divination. The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact.
Mage Armor: Conjuration. An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Shield: Abjuration. Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you.

Level Two
Locate Objects: Divination. You sense the direction of a well-known or clearly visualized object. Creatures cannot be found by this spell. Polymorph any object fools it.
Arcane Focus: A forked twig.
Protection from Arrows: Abjuration. The warded creature gains resistance to ranged weapons.
Resist Energy: Abjuration. This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic.

Level Three
Arcane Sight: Divination. This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.
Dispel Magic: Abjuration. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell.

Level Four
Dimensional Door: Conjuration. You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction.
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