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Mankano (Felcor) Pathfinder Society

Updated: 6:24 PM 16 July, 2014 View: CHARACTER SHEET, text [stripped]

Mankano Valara
Male Half-Elf Sorcerer 10
CN Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +5
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 deflection)
hp 66 (10d6+24)
Fort +8, Ref +9, Will +12; +2 vs. enchantments, +2 morale bonus vs. mind-affecting effects
Immune sleep; Resist electricity 20
Speed 30 ft.
Melee dagger +5 (1d4/19-20)
Special Attacks bloodline arcana: elemental
Spell-Like Abilities (CL 10th; concentration +17)
. . 10/day—elemental ray
. . 1/day—elemental blast
Sorcerer Spells Known (CL 10th; concentration +17):
. . 5th (4/day)—elemental body ii, suffocation[APG] (DC 22)
. . 4th (6/day)—elemental body i, fear (DC 21), river of wind[APG] (DC 21), wandering star motes[APG] (DC 21)
. . 3rd (8/day)—dispel magic, fireball (DC 20), fly, protection from energy, shifting sand[APG] (DC 20)
. . 2nd (8/day)—create pit[APG] (DC 19), gust of wind (DC 19), invisibility, pyrotechnics (DC 19), scorching ray (bloodline energy type)
. . 1st (7/day)—burning hands (bloodline energy type) (DC 18), feather fall, hydraulic push[APG], liberating command[UC], mage armor, magic missile, silent image (DC 18)
. . 0 (at will)—acid splash, detect magic, light, mage hand, message, open/close (DC 17), prestidigitation, read magic, spark[APG] (DC 17)
Str 10, Dex 15, Con 13, Int 12, Wis 10, Cha 24
Base Atk +5; CMB +5; CMD 18 (18 vs. grapple)
Feats Eschew Materials, Free Spirit[ISWG], Improved Initiative, Magical Aptitude, Persuasive, Piercing Spell[UM], Skill Focus (Perception), Sorcerous Bloodstrike[UM], Toughness
Traits classically schooled, reactionary
Skills Bluff +11, Diplomacy +9, Escape Artist +2 (+4 to escape a grapple or bonds), Intimidate +24, Knowledge (arcana) +14, Knowledge (planes) +14, Linguistics +2, Perception +5, Spellcraft +19, Survival +0 (+2 to avoid becoming lost), Use Magic Device +13; Racial Modifiers +2 Perception
Languages Aquan, Auran, Common, Elven, Ignan
SQ arcane training, bloodlines (elemental), elf blood
Combat Gear elemental gem (air), extend metamagic rod (lesser), wand of vanish (50 charges), acid; Other Gear dagger, cloak of resistance +4, headband of mental prowess +2 (Int, Cha),  scarlet and blue sphere ioun stone, ring of protection +1, robe of arcane heritage, wayfinder, backpack, silk rope (100 ft.), spring loaded wrist sheath (worth 5 gp, 1 lb), spring loaded wrist sheath (worth 5 gp, 1 lb), 24,394 gp
Special Abilities
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Elemental (Air) You may change any energy spell to use your bloodline's energy type.
Elemental Blast (1/day, DC 24) (Sp) 1/day, Elemental Blast deals 14d6 Electricity damage, DC 24.
Elemental Ray (10/day) (Sp) Ranged touch attack deals 1d6+7 Electricity damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Electricity (20) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points
Wand of vanish (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp

Throughout his adventures he has gone through some trying times in water, being paralysised, drowned and eaten at the same time tends to leave one unwilling to go underwater if they can help it.

Wayfinder is a Dayfinder (light into daylight for 1 Min)

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