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Captain Leslie Crouch

Human Sorcerer/8th Degree

Strength Dexterity Constitution Intelligence Wisdom Charisma


SERVICE RECORD DEFENSE Saving Throws
Fortitude Reflex Will

12 16 13 13 13 18

+1 +3 +1 +1 +1 +4

Hit Points

56

Damage

Armor Class (AC) +3 +7 +7


Touch Flat-Footed

15
13 12

Initiative

+3 +11
Attack
+8

Speed

30
Electricity/10

Concentration

Resist

OFFENSE Base Attack


Melee Ranged

+4
+5 +7

Weapon Maneuvers
Offense (CMB) Defense (CMD)

Crit
20/x2

Damage
1d6+4

Lightning Ray

5 18 1st level 2nd level 3rd level 4th Level

ABILITIES

Spells
Minimum

0th Level

Auran Heritage
Lightning Ray: 30 Range

11

13

15

17

19

Spellcasting
* +2 to counterspell.

+8*
Skills
Acrobatics Fly Knowledge (Arcana) Perception Profession (Quidditch) Sleight of Hand Spellcraft DEX DEX INT WIS WIS DEX INT

Feats, Traits & Abilities


Combat Casting Uncanny Concentration Improved Counterspell Lightning Reflexes Skill Focus (Fly) Weapon Focus (Ray) Arcane Armor Training

+7 +17 +5 +9 +9 +7 +12

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: Leather Flight Jacket

MONEY

Languages Known: English, . 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 normally a tricky thing, but Leslie is so used to casting spells in wild situations (fights, Quidditch matches, etc), that he does not provoke attacks of opportunity when he casts, and he ignores penalties to his casting roll in all but the most extreme circumstances. 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. Auran Heritage: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. Energy Ray: You can unleash a lightning ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+4 points of electricity damage. Energy Resistance: You gain energy resistance 10 against electricity. Weapon Focus (Ray): You gain a +1 to hit with a ray (i.e. spells that require a ranged touch attack).

Spellbook
0-Level
Resistance Detect Magic Read Magic Flare Light Message Prestidigitation

1st-Level
Shield Mage Armor Magic Missile (or Lightning) Ray of Enfeeblement Feather Fall Burning Hands (or Lightning)

2nd-Level
Protection from Arrows (and bullets) Scorching Ray (or Lightning) Blur Gust of Wind

3rd-Level
Protection from Energy Dispel Magic Mass Invisibility

4th-Level
Confusion

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