Post by CommJunkee on Aug 15, 2018 9:10:33 GMT -6
J’varis Moon-Glint
Male centaur (Noman) sorcerer (Stormborn) 9 (Pathfinder RPG Advance Players Guide)
NG Large Monstrous Humanoid (centaur)
Init +2; Senses darkvision (60 ft); Perception +5
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Defense
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AC 17, touch 15, flat-footed 15 (+3 Dex, +1 dodge, -1 size, +2 natural, +2 deflection)
Hp 46
Fort +6, Ref +7, Will +8; +2 vs fear (Courageous)
Energy Resistance: Electricity (5), Sonic (5)
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Offense
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Speed 40 ft. (60 ft.) Horses of Speed
Melee +2 Boar Spear of Spell Storing +6 (2d6+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 11/13, Dex 17/15, Con 12, Int 12, Wis 10, Cha 20
Base Atk +4; CMB +6; CMD 21
Feats Additional Traits, Dodge, Enlarge Spell, Eschew Materials, Mobility, Point-Blank Shot, Simple Weapon Proficiency – All, Spell Penetration, Spring Attack
Traits Courageous, Volatile Conduit (1/day)
Skills Acrobatics +2, Appraise +1, Bluff +5, Climb +1, Craft (alchemy) +1, Craft (bookbinding) -1, Diplomacy +8, Disguise +5, Escape Artist +2, Fly +2, Heal +2, Intimidate +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +2, Knowledge (history) +3, Knowledge (local) +2, Knowledge (nature) +7, Knowledge (planes) +2, Perception +5, Ride +2, Sense Motive +0, Stealth -2, Survival +0, Swim +1, Use Magic Device +9
Languages Common, Giant, Sylvan
Combat Gear +2 Boar Spear of Spell Storing, Bedroll, Handy haversack, Belt pouch, Blanket, Chalk (2), Belt pouch, Broach of Shielding, Cloak of resistance +2, Everburning torch (2), Explorer's outfit, Flint and steel, Horseshoes of speed, Ink (black), Inkpen, Mess kit, Mirror, Tankard, Parchment (3), Pot, Potion of bull's strength (2), Potion of cure moderate wounds (2) (2d8+3), Potion of endure elements (2), Ring of protection +2, Scroll case, Soap, Thunderstone (4), Torch (10), Trail rations (5), Waterskin
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Special Abilities
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Courageous You gain a +2 trait bonus on saving throws against fear effects.
Darkvision You can see in total darkness, to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light.
Energy Resistance, Electricity (5)
Energy Resistance, Sonic (5)
Enlarge Spell You can increase the range of your spells.
Eschew Material You can cast many spells without needing to utilize minor material components.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Spring Attack You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed.
- Bloodline Arcana – Spells with electricity or sonic descriptor increase the save DC by +1
- Stormchild – You treat wind effects as being two steps less severe and gain blind sense 60 feet against concealment from natural or magical fog, mist, or weather effects.
- Thunderbolt – (9d6 electricity, 1/day, DC 19) (Sp)
- Thunderstaff – You can touch a weapon as a standard action, giving it the shock property for (4) rounds OR giving it the shocking burst property, property for (2) rounds. but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier (8).
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Spells
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4th (5/day)—ball lightningAPG (DC 20), ice storm, shout (DC 20)
3rd (7/day)—dispel magic, haste, jolt (DC 19), lightning bolt (DC 19)
2nd (7/day)—blur, gust of wind (DC 17), levitate, protection from arrows, scorching ray
1st (8/day)—identify, mage armor, magic missile, shock shieldUC, shocking grasp, windy escapeARG
0th (at will) —breezeUM, detect magic, disrupt undead , drenchUM (DC 15), joltUM, mage hand , read magic , sparkAPG (DC 15)