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Drakor_Tsadok (fued) Pathfinder Society
Updated: 3:52 PM 1 March, 2014 View: CHARACTER SHEET, text [stripped]
Name: Drakor Tsadok Faction: Alignment: True Nuetra Race: Half-Orc Deity: None Class: Sorcerer (CrossBlooded) 1/Magus(Kensai) 2 Age: 17 Height: 6ft 1in Weight: 220lbs Gender: Male Size: Medium Prestige: Exp: / PFS#: Pointy ears, Large nose/mouth, sharp teeth, otherwise very human looking Statistics --------------------------------------------------------------------------- Str: 16 +3 HP: /27 Dex: 12 +1 Initiative: 1 Con: 12 +1 Speed: 30 Int: 18 +4 +2 from racial BAB: 1 (BAB) (STR) (SIZE) (DEX) Wis: 10 +0 CMB: +4 = 1 +3 Cha: 10 +0 CMD: 15 = 1 +3 +1 Fortitude: 4 = 3 +1 (con) Reflex: 1 = 0 +1 (dex) Will: 5 = 5 +0 (wis) ___________________________________________________________________________ Attack Totals = Base Abil Size Misc --------------------------------------------------------------------------- Melee +4 = 1 +3(str) Ranged +2 = 1 +1(dex) ___________________________________________________________________________ Total AC = Base Shield Dex Armour Size Misc --------------------------------------------------------------------------- 17 (standard) = 10 0 +1 2 0 15 (vs touch) = 10 -- +1 -- 10 (flatfooted) = 10 -- ___________________________________________________________________________ Weapons TAB DMG Crit Rng Size Type --------------------------------------------------------------------------- +1 Bastard Sword (keen) 0 1d10 15-20x2 5 M S ___________________________________________________________________________ Armour AC Dex ASF ACP Type --------------------------------------------------------------------------- Leather Armour 2 6 10% 0 ___________________________________________________________________________ Combat Notes and Modifiers --------------------------------------------------------------------------- Weapon focus- Bastard Sword Canny Defense- int goes to AC dodge ___________________________________________________________________________ Skills Abil Mod Abil Rnk Msc (details) --------------------------------------------------------------------------- Acrobatics dex 1 = +1 #Appraise int 9 = +4 +3 +2 #Bluff cha 0 = +0 #Climb str 4 = +3 +1 Diplomacy cha 0 = +0 Disable Device dex 1 = +1 Disguise cha 0 = +0 Escape Artist dex 1 = +1 #Fly dex 1 = +1 Handle Animal cha 0 = +0 Heal wis 0 = +0 #Intimidate cha 0 = +0 #Knowledge (arcana) int 7 = +4 +3 #Knowledge (dungoneering) int 6 = +4 +2 Knowledge (engineering) int 4 = +4 Knowledge (geography) int 4 = +4 Knowledge (history) int 4 = +4 Knowledge (local) int 6 = +4 +2 Knowledge (nature) int 4 = +4 Knowledge (nobility) int 4 = +4 #Knowledge (planes) int 4 = +4 Knowledge (religion) int 4 = +4 Linguistics int 4 = +4 #Perception wis 3 = +0 +1 +2 Perform cha 0 = +0 #Ride dex 1 = +1 Sense Motive wis 0 = +0 Sleight of Hand dex 1 = +1 #Spellcraft int 7 = +4 +3 Stealth dex 1 = +1 #Survival wis 0 = +0 #Swim str 6 = +3 3 #Use Magic Device cha 2 = +0 +2 ___________________________________________________________________________ Feats and Features --------------------------------------------------------------------------- Racial- Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait. Drakor was born within a medium sized human city, his mother being victim to an orc raid in a caravan when she moved to the ity, originally she paned to raise drakor, but when she met someone he was left to fend for himself on the streets at a young age(8) He found his place below the town in the sewer system, with a empty place being beneath a local mages tower, he learned a lot from above him about how magic should be used, and discovered he had innate powers himself, particulary ones relating to electricity. He was happy in his life. A few years later the town got razed by an invading army, a siege engine dropping half the tower into his sewers with a single rock, after everyone had left, he discovered within the tower a few books about magic, and an enchanted bastard sword, and he started his adventure out into the world from the crumbling ruins of the city, unsure of who had uprooted his lifestyle, or what had happened to his mother Class- Kensai Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type Weapon Focus (Ex) BASTARD SWORD At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. Crossblooded Sorcerer- Blue Draconic/Orcish Class Skill: Perception. Draconic Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type(electric), that spell deals +1 point of damage per die rolled Claws (Su): Starting at 1st level, 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 Orcish Class Skill: Survival. 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. Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. ___________________________________________________________________________ Inventory --------------------------------------------------------------------------- Worn (excluding arms and armor) Head | Face | Throat | Shoulders | Body | Torso | Leather Armour Arms | Hands | Ring | Ring | Waist | Feet | ( 1) Spellbook ( 1) skeleton key ( 1) adventurers kit (rope, bedroll, rations, torches,flint and steel) ( 1) Wand of magic missiles (1d4+1) 50 uses Carrying Capacity Light Load: <= Medium Load: <= Heavy Load: <= Carrying ___________________________________________________________________________ Wealth --------------------------------------------------------------------------- pp gp 75 sp cp ___________________________________________________________________________ Languages --------------------------------------------------------------------------- Common, Orc, Draconic ___________________________________________________________________________
