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Oz Aurinax Sorcerer 2

N M H H -E H
Perception +4; Low-Light Vision
Languages Common Elven Draconic
Skills Acrobatics +4, Arcana +5, Athletics +7, Diplomacy +8, Intimidation +8, Lore: Legal +5, Lore: Lore Dragons
+5
Str +1, Dex +2, Con +1, Int +1, Wis +0, Cha +4
Items Hide, Adventurer's Pack, Bandolier, Bolts (20), Caltrops (5), Clothing (Ordinary), Compass, Crowbar,
Grappling Hook, Hammer, Lantern (Hooded), Mirror, Oil (10), Piton, Scroll Case, Sheath, Sling Bullets (30), Writing
Set

AC 15, Fort +5, Ref +6, Will +6


HP 22

Speed 20 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Melee Flail +1 (Disarm, Sweep, Trip), Damage 1d6+1 (B)
Ranged Sling +6 (Propulsive), Damage 1d6 (B)
Trick Magic Item Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item
you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter
to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must
know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the
item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the
item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any
of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the
item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a
spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as
your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in
the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary,
you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to
activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but
you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again
until your next daily preparations.
Reach Spell You can extend the range of your spells. If the next action you use is to Cast a Spell that has a
range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a
range of touch, you extend its range to 30 feet.
Arcane Known Spells DC 18, attack +8 1st Burning Hands, Grease, Shocking Grasp, True Strike (4 slots); Cantrips
Detect Magic, Dancing Lights, Ray of Frost, Produce Flame, Shield
Arcane Innate Spells DC 18, attack +8 Cantrips Telekinetic Projectile
Focus Spells (1 points) Dragon Claws Duration 1 minute Vicious claws grow from your fingers. They are
finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the
dragon in your bloodline. Black and copper -60-foot line of acid (Reflex) Blue and bronze - 60-foot line of
electricity (Reflex) Brass - 60-foot line of fir (Reflex) Green - 30-foot cone of poison (Fortitude) Gold or red - 30-
foot cone of fire (Reflex) Silver or white - 30-foot cone of cold (Reflex) Your scales from blood magic glow with
faint energy, giving you resistance 5 to the same damage type. Heightened (5th) The extra damage increases to
2d6, and the resistance increases to 10. Heightened (9th) The extra damage increases to 3d6, and the resistance
increases to 15.
Addtional Feats Group Impression, Half-Elf, Otherworldly Magic
Addtional Specials Bloodline (Draconic)

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