Pregen - Sorcerer
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NameRaceHigh Elf
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ClassSorcererLevel1
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AbilityModifierModifier+Level
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STR8-1+0
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CON18+4+5
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DEX10+0+1
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INT8-1+0
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WIS14+2+3
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CHA18+4+5
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AC15AC Mod2
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PD12PD Mod0
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MD13MD Mod0
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Initiative+1Improved InitiativeNo
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maxHP30ToughnessNo
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maxRecoveries8Extra Recoveries0
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Recovery Dice1d6+4Armor TypeNone
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Save BonusShieldNo
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No Armor PenaltyNo
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Melee WeaponStaffMelee TypeSmall Two-HandedMelee To-Hit Mod0
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Melee vs. AC+0Melee Damage1d6-1 (Miss:1)Melee Dmg Mod0
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Ranged To-Hit Mod0
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Ranged WeaponThrowing KnivesRanged TypeSmall, ThrownRanged Dmg Mod0
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Ranged vs. AC+1Ranged Damage1d4+0StrongheartNo
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One Unique Thing
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Backgrounds
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Icon Relationships
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Racial FeaturesHighblood Teleport: 1/battle as move action place self in a nearby location you can see.
+2 Int OR +2 Cha
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Class FeaturesAccess to Wizardry; Breath Weapon; Chain; Dancing Lights; Gather Power; Random Energy; +2 Con OR +2 Cha
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Access to Wizardry: You can gain wizard spells two levels lower than your current level, instead of sorcerer spells of your level.
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Breath Weapon: Spells with the Breath Weapon keyword, when cast, can be used repeatedly in the battlefield, provided you succeed on a natural 16+ recharge roll at the start of each of your turns after the first time you cast it this battle. At the end of the fight, you'll need to wait until the end of a daily heal-up before you get to regain its use. Unless you have the Chromatic Destroyer Heritage talent, you can't have more than one Breath Weapon spell active per battle; each new Breath Weapon spell automatically ends the last Breath Weapon spell. Also, failing a death save ends all active Breath Weapon spells.
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Chain: Spells with the Chain keyword can repeat the attack against a different valid target on a natural even attack roll.
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Gather Power: You can spend a standard action to gather power, which amplifies your next standard action spell before the end of your next turn, which usually doubles the damage you normally deal (multiple rounds of gathering power doesn't increase the damage multiplier). If you choose to gather power, roll a d6. On a 1-2, you get a +1 to AC (+1 to AC and PD at 5th level, +1 to all defenses at 8th level) until the start of your next turn. On a 3-4 you deal damage equal to your level (plus Charisma modifier at 5th level, twice your Charisma modifier at 8th level) to each nearby staggered enemy. On a 5-6 you deal damage equal to your level (plus Charisma modifier at 5th level, twice your Charisma modifier at 8th level) to one nearby enemy.
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Random Energy: Random energy spells usually roll a 1d4 to determine its energy type (Cold, Fire, Lightning, Thunder), but if it doesn't matter because the enemies are neither resistant/immune nor vulnerable to any particular energy type, feel free to either pick a type that matters, or roll anyway.
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Class TalentsArcane Heritage: You gain a free +2 magical background, and one spell choice can be allotted to a Wizard spell of your level or lower, instead of the normal restrictions of Access to Wizardry.
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Undead Remnant Heritage: You gain resist negative energy 12+ and a +1 to attack rolls against undead, and you can choose to replace one random energy type with negative energy.
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Spell Fist: You gain a +2 to AC and can use ranged spells while engaged with enemies without provoking opportunity attacks, but must use your Constitution modifier for damage instead of Charisma for all your Sorcerer spells.
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Class Powers & SpellsDancing Lights (at-will spell): Standard Action. Create random globes of multicolored light within 5' to 30' every 2-5 seconds.
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Lightning Fork (recharge 16+ chain spell): Standard Action vs. one nearby enemy. Charisma + Level vs. PD. Hit: 3d6+Charisma lightning damage (Miss: half damage).
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Breath of the White (daily close quarters breath weapon spell): Standard Action vs. 1d2 nearby enemies in a group. Charisma + Level vs. PD. Hit: 3d6+Charisma cold damage. (Miss: half damage).
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Chaos Bolt (at-will random energy spell, the first time you use it in a battle, determine the damage type it does for the duration of that battle): Standard Action vs. one nearby enemy OR one far away enemy at -2 to hit. Charisma + Level vs. PD. Hit: 1d8+Charisma random energy damage, and if the attack roll was a natural even, roll a d6 and gain the randomly determined benefit of Gather Power. (Miss: damage equal to your level).
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Resist Energy (recharge 16+ spell): Standard Action vs. you or one nearby ally. Until the end of battle the target gains a resist damage 12+ for one of the following energy types (your choice): cold, fire, lightning, thunder.
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Shocking Grasp (close quarters at-will spell): Standard Action vs. one creature engaged with you. Intelligence + Level vs. PD. Hit: 1d4 lightning damage, and the target pops free from you. (Miss: you take damage equal to the target's level from botched feedback)
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FeatsArcane Heritage (A): Use Charisma for the attack roll of the spell you chose for this talent.
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