Name | Vincent Maitia |
Age | 32 |
Gender | M |
Race | Human |
Class | Sorcerer |
Height | 5'7 |
Weight | 180 |
Skin | Tanned |
Eyes | Hazel |
Hair | Black |
Level | 3 |
Experience | |
Fav. Hand | Right |
Origin | |
Alignment | Chaotic Good |
Faith | |
Fav. Class | |
Background | |
Carry Capacity | 58 L, 116 M, 175 H |
Current Carry Weight | 0 |
basic | temporary | |||
STR | 14 | +2 | - | - |
DEX | 16 | +3 | - | - |
CON | 15 | +2 | - | - |
INT | 14 | +2 | - | - |
WIS | 14 | +2 | - | - |
CHA | 18 | +4 | - | - |
HP | 19 of 19 |
HP temp | of |
AC | 13 |
AC flat footed | 10 |
AC touch | 13 |
Conditions | |
Initiative | + |
Hit Dice | 3d4 |
Base Attack Bonus | +1 |
Walking | 30 |
Loaded | 20 |
Running | 90 |
Travel | |
Forced March | |
Flying | |
Swimming | |
Climbing |
Fortitude | +2 ( CON ) |
Reflex | +3 ( DEX ) |
Willpower | +2 ( WIS ) |
Name | Quarterstaff | |||||
---|---|---|---|---|---|---|
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
1d6 | x2 | |||||
Specials | ||||||
Name | Dagger | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
1d4 | 19-20 x2 | |||||
Specials |
Name | Robes | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
% | ||||||
Specials |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | 5 | 3 | ||||||||
per day | 6 | 6 | +1 | +1 | +1 |
Skill Name | Base Attr | Bonus |
---|---|---|
Appraise | INT | +2 |
Autohypnosis | WIS | +2 |
Balance | DEX | +3 |
Bluff | CHA | +4 |
Climb | STR | +3 |
Concentration | CON | +8 |
Craft: | INT | +2 |
Craft: | INT | +2 |
Craft: | INT | +2 |
Decipher Script | INT | +3 |
Diplomacy | CHA | +4 |
Disable Device | INT | +2 |
Disguise | CHA | +4 |
Escape Artist | DEX | +3 |
Forgery | INT | +2 |
Gather Information | CHA | +4 |
Handle Animal | CHA | +4 |
Heal | WIS | +2 |
Hide | DEX | +3 |
Intimidate | CHA | +4 |
Jump | STR | +2 |
Knowledge: Arcana | INT | +8 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Knowledge: | INT | +2 |
Listen | WIS | +4 |
Move Silently | DEX | +3 |
Open Lock | DEX | +3 |
Perform: | CHA | +4 |
Perform: | CHA | +4 |
Perform: | CHA | +4 |
Profession: | WIS | +2 |
Profession: | WIS | +2 |
Psicraft | INT | +2 |
Ride | DEX | +3 |
Search | INT | +4 |
Sense Motive | WIS | +2 |
Sleight of Hand | DEX | +3 |
Spellcraft | INT | +8 |
Spot | WIS | +2 |
Survival | WIS | +2 |
Swim | STR | +2 |
Tumble | DEX | +3 |
Use Magic Device | CHA | +4 |
Use Psionic Device | CHA | +4 |
Use Rope | DEX | +3 |
The statblocks of your features
The statblocks of your proficiencies
Statblocks for your spells.
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 Standard Action |
Range | 60 ft. |
Target | Cone-shaped emanation |
Duration | Concentration, up to 1 min./level (D) |
Saving Throw | None |
Spell Resistance | NO |
Description |
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: |
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V M |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Object touched |
Duration | Duration 10 min/level(D) |
Saving Throw | None |
Spell Resistance | No |
Description |
This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component: A firefly or a piece of phosphorescent moss. |
Level | |
Components | V |
XP Cost | |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One nonmagical, unattended object weighing up to 5 lb. |
Duration | Concentration |
Saving Throw | None |
Spell Resistance | No |
Description |
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. |
Level | Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | Ray |
Duration | Instantaneous |
Saving Throw | None |
Spell Resistance | Yes |
Description |
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. |
Level | Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 |
Components | V S F |
XP Cost | |
Casting Time | 1 Standard Action |
Range | Personal |
Target | You |
Duration | 10 min/level |
Saving Throw | |
Spell Resistance |
Description |
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism. |
Level | Sor/Wiz 1 |
Components | V S |
XP Cost | |
Casting Time | 1 Standard Action |
Range | Medium (100 ft. + 10 ft./level) |
Target | Up to five creatures, no two of which can be more than 15 ft. apart |
Duration | Instantaneous |
Saving Throw | None |
Spell Resistance | Yes |
Description |
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. |
Level | Sor/Wiz 1 |
Components | V S F |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Creature Touched |
Duration | 1 hour/level (D) |
Saving Throw | Will negates (harmless) |
Spell Resistance | No |
Description |
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. Focus A piece of cured leather. |
Level | Brd 1, Sor/Wiz 1 |
Components | V |
XP Cost | |
Casting Time | 1 immediate action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart |
Duration | Until landing or 1 round/level |
Saving Throw | Will negates (harmless) or Will negates (object) |
Spell Resistance | Yes (object) |
Description |
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. |