Pathfinder Society 2 -hahmot

Gizmothra Malmiharjas

Edicts bring civilization to the frontiers, earn wealth through hard work and trade, follow the rule of law
Anathema engage in banditry or piracy, steal, undermine a law-abiding court

Earth Elemental Sorcerer 5
Player mosillan (37103-2003)
XP 48
Faction Vigilant Seal 36 RO 2


Ancestry Rock Dwarf, Background Miner
Speed 20', Perception T +7, Darkvision
Alignment Lawful Good
Languages Common, Dwarven, Terran, Utopian, Undercommon


Str 18 , Dex 10 , Con 16
Int 12 , Wis 12 , Cha 18


AC 24T; (+7 armor, +0 Dex, +2+4 trained)(+2 shield)
HP 60 (dwarf 10 + 5x [6 sorcerer + 3 con + 1 feat])
FortE +12, RefT +7, WillE +10


Melee +1 Warhammer +12 1d8+4 B Shove
Melee Pick +10 1d6+3 P Fatal d10
Melee Clan Dagger +10 1d4+3 Agile, Finesse, Thrown 10 ft., Versatile S
Ranged Crossbow +7 1d8 P 120', hands 2, reload 1


Primal Spells
3rd (3/day) - FireballB, sig, Slow, Fear
2nd (4/day) - Acid Arrow, Dispel Magic, Resist EnergyB, Sudden Boltsig
1st (4/day) - Jump, Healsig, Air Bubble, Burning HandsB
Cantrips (at will) - Stabilize, Tanglefoot, Know Direction, Prestidigitation, Produce FlameB
Spell Attack +11, DC 21
Special Magic

  • Elemental Bloodline
    • Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

Primal Focus Spells pool: 1
1st - Elemental Toss, Healing Touch
Cantrips - Refocus


Skills

  • Acrobatics +0
  • Arcana +1
  • AthleticsT +11 (str +4, trained 2+5)
  • Crafting +1
  • Deception +3
  • DiplomacyE +13 (cha +4, expert 4+5)
  • IntimidationT +11 (cha +4, trained 2+5)
  • Mining LoreT +8 (int +1, trained 2+5)
  • Herbalism LoreT +8 (int +1, trained 2+5)
  • MedicineE +11 (wis +1, expert 4+5)
  • NatureT +8 (wis +1, trained 2+5)
  • Occultism +1
  • Performance +4
  • ReligionT +8 (wis +1, trained 2+5)
  • SocietyT +8 (int +1, trained 2+5)
  • Stealth +0
  • SurvivalT +8 (wis +1, trained 2+5) | +1 in underground
  • Thievery +0

Ancestry Feats

Class Feats

General Feats

Skill Feats

Class Features initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire


Bulk Limit: 8 || Worn + Weapons = 6 || All =
Worn +1 Full Plate, Wooden Shield
Weapons
Stowed

Wealth
At the Lodge Adventurer’s Pack[backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin](2)


Notes


Ostettavaa:

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