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Salazar Slytherin

Human Sorcerer/7

Strength Dexterity Constitution Intelligence Wisdom Charisma

10 14 10 16 10 19

+0 +2 +0 +3 +0 +4

Hit Points Damage

42

DEFENSE Saving Armor Throws Class (AC) Fortitude (Con) +7 Touch Reflex (Dex) +6 Flat-Footed Will (Wis) +5 OFFENSE Base Attack (BAB) Maneuvers Melee +3 Offense (CMB) Ranged +5 Defense (CMD) ABILITIES 0th Level

13
13 10

Initiative

+2 +2

Speed

30
none

Perception

Resist

+3

Weapon
Serpents Fang

+3 15 1st level

+Poison (1/rd for 6rds)

Attack +3 Fort DC 13

Critical 20/x2

Damage 1d4 +1d2 Con

Spells

2nd level

3rd level

Serpentine Bloodline
Mental powers affect animals Serpents fangs: grows poisoned fangs (see Offense) Parseltongue: Speak with serpents

Minimum Spellcasting Roll

11

13

15

17

Spellcasting

+7*
Skills Bluff Diplomacy Intimidate Knowledge (Arcana) Perception Sense Motive Spellcraft Stealth Use Magic Device

* +2 to cast enchantments and +4 to cast divination.

Feats, Traits & Abilities Persuasive Dodge Lightning Reflexes Spell Focus (Enchantment) Spell Focus (Divination) Diviners Delving

CHA CHA CHA INT WIS WIS INT DEX CHA

+17 +16 +16 +11 +2 +2 +11 +9 +11

NOTE: The benefits of all your traits have already been calculated into the rest of the character sheet.

INVENTORY Wand:

MONEY

Languages Known: Common, Parseltongue, Elven, Goblin, Orcish

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 a tricky thing, and if you try to cast a spell while standing next to an armed opponent in combat, they will get an attack of opportunity on you. You can try to cast defensively to avoid this, but you will take a -4 to your casting roll. Other circumstances, such as standing on unstable ground or trying to shout over a lot of noise might also grant a penalty to your roll.

Spellbook
0-Level (11)
Acid Splash: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Detect Magic: You detect magical auras. Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous. Message: You can whisper messages and receive whispered replies. Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice. Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like-that would otherwise be unintelligible. Touch of Fatigue: You channel negative energy through your touch, fatiguing the target.

1st-Level (13)
Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally. Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth. Disguise Self: You make yourself--including clothing, armor, weapons, and equipment--look different. Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. Memory Lapse: Subject forgets events back to last turn.

2nd-Level (15)
Delay Poison: Temporarily immune to poison, 1 hour/level. Detect Thoughts: You detect surface thoughts. (Will negates) Share Memory: You share a memory of no more than 1 minute duration; Will negates. Steal Voice: The target's throat constricts, giving it the caster croak spellblight. (Permanent, Fort negates)

3rd-Level (17)
Hold Person: The subject becomes paralyzed and freezes in place. Suggestion: You influence the actions of the target creature by suggesting a course of activity. Summon Monster III: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

NAME: _____________________________________ Snake Familiar

Strength Dexterity Constitution Intelligence Wisdom Charisma


DEFENSE Saving Throws Fortitude Reflex Willpower OFFENSE Base Attack (BAB) Melee Ranged

4 17 8 9 13 2

-3 +3 -1 -1 +1 -4 Armor Class (AC) Touch Flat-Footed HIT POINTS (HP) Perception Initiative Speed (SPD) DAMAGE TAKEN

20
15 17

21
+9 +3 20

+1 +5 +6

+0
-2 +3

Maneuvers Offense (CMB) Defense (CMD)

+4 +11

Weapon Bite +Poison (1/rd for 6rds)

Attack +8 Fort DC 9

Critical x2

Damage 1d2+Pois 1d2 Con

A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opport

ABILITIES Feats, Traits & Abilities Alertness Improved Evasion Share Spells Empathic Link Deliver Touch Spells Speak with Master Speak with Snakes Smite Good (1/day)

Skills Perception Stealth Swim Resistance Cold Fire

(WIS) (DEX) (DEX)

+9 +15 +11

5 5

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