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Pierre Croutrd

Human Sorcerer/3rd Degree, Alchemist/5th Degree

Strength Dexterity Constitution Intelligence Wisdom Charisma


SERVICE RECORD DEFENSE Saving Throws*
Fortitude Reflex Will

10 14 14 22 10 8

+2 +2 +6 -1

Hit Points

64

Damage

Armor Class (AC) +7 +7 +4


Touch Flat-Footed

12
12 10

Initiative

+2 +11
Attack
+6 +7

Speed

30
none

Perception

Resist

* +2 to save against sleep and charm effects, +4 against poisons.

OFFENSE Base Attack


Melee Ranged

+4
+4 +6

Weapon Maneuvers
Offense (CMB) Defense (CMD)

Crit
20/x2 20/x2

Damage
1d4+4 3d6+6*

+4 16

Arcane Bolt Bomb

* Anyone within 5 of the target takes 9 damage. save DC 18 for half damage.

All can make a Reflex

ABILITIES

Spells
Minimum

0th Level

1st level

2nd level

3rd level

Sage Heritage
Arcane Bolt: 30 Range

11

13

15

17

Spellcasting
* +2 to counterspell.

+10*
Skills
Appraise Craft (Alchemy) Disable Device Knowledge (Arcana) Knowledge (Engineering) Perception Sense Motive Sleight of Hand Spellcraft Use Magic Device INT INT DEX INT INT WIS WIS DEX INT CHA

Feats, Traits & Abilities


Alertness Uncanny Alertness Brew Potion Master Alchemist Alchemy: Extracts, Poisons, Bombs Extra Bombs Ricochet Splash Weapon Throw Anything Preserve Organs Smoke Bomb

+13 +17 +13 +17 +17 +11 +11 +11 +17 +10

NOTE: The benefits of most of your traits have already been calculated into the rest of the character sheet. If not, theres an explanation of them on the next page.

INVENTORY Wand: Alchemical Ingredients Explosives

MONEY

Languages Known: English, French, German, ., .., ., . Ability Descriptions:


Spellcasting: In order to cast a spell, the sorcerer must wave his wand and say the name of the spell, then roll a d20. Add your Spellcasting bonus to the die roll, and if it is equal to or higher than the minimum for that spells level, then you cast the spell successfully. If your target is allowed a saving throw, they must roll equal to or higher than your Spellcasting roll. Casting is a tricky thing, and if you try to cast a spell while standing next to an armed opponent in combat, they will get an attack of opportunity on you. You can try to cast defensively to avoid this, but you will take a -4 to your casting roll. Other circumstances, such as standing on unstable ground or trying to shout over a lot of noise might also grant a penalty to your roll. You can attempt to counter another sorcerers spell as they are casting it at you, if you have not yet acted this round. However, unless you are involved in a duel, this will cost you your action for the round. You must first make a successful Spellcraft roll to identify the spell being cast, and then cast an appropriate spell with a higher Spellcasting total than your opponent rolled in the first place. An appropriate spell would be either the same spell, an opposite spell, or dispel magic. Sorcerers duels are special battles in which two sorcerers are solely focused on casting and countering spells with each other. This allows you to both cast your own spell and counter your opponents spell in a single round, but you cannot take any actions directly towards any other targets (nearby enemies caught in the splash of a fireball aimed at your dueling partner do not count). Also, you are considered flat-footed to anyone other than your dueling partner. Sage Heritage: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features. Arcane Bolt: Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4+3 points of damage. Brew Potion: Given the time and the proper tools and ingredients, you can craft magical potions by making a successful Craft (Alchemy) roll. The difficulty of this roll, and the necessary circumstances, are at the DMs discretion depending on what you want to make, so dont be mean to her. Master Alchemist: Your mastery of alchemy is nearly supernatural. at a time. When making potions, you make three doses

Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Ricochet Splash Weapon: Whenever your splash weapon misses, you may make a second attack roll (at a 5 penalty) at a different target within 10 of the first one. If this attack roll succeeds, the splash weapon hits normally. If it misses again, roll for misdirection as normal. Preserve Organs: Youve learned how to preserve and protect your vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Alchemy: In addition to casting spells, alchemists can fashion magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts by making a successful Craft (Alchemy) roll, and then casts his spells by drinking the extract.

This is faster than brewing potions, but still requires time and is not easily done in the middle of a fight: it takes one minute per level of the formula. Extracts become inert after 24 hours. Otherwise, this works just like casting a spell (see above). In addition, the alchemist can make poisons and bombs. Poisons: The alchemist can make all the different kinds of poisons, and does so in only half the time normally required. He is also quite practiced in applying them: he can apply a poison to food, drink or a weapon in only a move action (normally a standard action), and he never risks poisoning himself. Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals that they carry around in inert form to create powerful bombs that they can hurl at their enemies. Making a bomb takes a standard action, and the bomb must be thrown within 2 rounds or it explodes in the alchemists hands. An alchemist can make up to 13 bombs each day. Thrown bombs have a range increment of 20 feet and inflict 3d6+6 points of fire damage to the target, and 9 points of damage to anyone within 5 of the target. Those caught in the blast can attempt a Reflex save DC 18 for half damage. If the bomb misses, it travels 5 per range increment it was thrown in a random direction (roll 1d8 to determine the misdirection). Smoke Bombs: You can choose to have your bomb create a cloud of thick smoke when it detonates. The cloud functions as fog cloud spell, filling a 20x20 area for 5 rounds.

Spellbook
0-Level
Acid Splash Detect Magic Mage Hand Mending Prestidigitation

1st-Level
Identify Grease Alarm Animate Rope

Formulae
1st-Level
Disguise Self Enlarge Person Reduce Person Touch of the Sea Expeditions Retreat Jump Keen Senses Polypurpose Panacea

2nd-Level
Barkskin Bears Endurance Cats Grace Fire Breath Foxs Cunning Invisibility Spider Climb Skinsend

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