Created using PCGen 5.8.1 on Nov 25, 2006
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
54




  
Walk 30'
BASE ATTACK
Bonus
+3
SPECIAL ABILITIES
+2 morale bonus on saving throws against fear, +4 to Concentration to use spell or spelllike ability on the defensive, AC Bonus (Ex), Evasion (Ex) ~ No damage instead of half damage on successful save, Fast Movement (Ex), Flurry of Blows (Ex), Still Mind (Ex) ~ +2 save vs. enchantment, Stunning Fist 3/day (DC 17), Summon Familiar
FEATS
Combat Casting, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Simple Weapon Proficiency, Stunning Fist
LANGUAGES
Common, Dwarven, Elven, Halfling, Literacy, Orc
SPELLS
 Sorcerer 0
1
2
3
4
5
6
7
8
9
6
6
0
0
0
0
0
0
0
0
0:
Acid Splash (DC:14)Detect Magic (DC:14)Disrupt Undead (DC:14)
Light (DC:14)Read Magic (DC:14)
1:
Mage Armor (DC:15)Magic Missile (DC:15)Ray of Enfeeblement (DC:15)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE






SHIELD
TYPE
AC

CHECK
SPELL FAILURE






ITEMS

AC











TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES



EQUIPMENT ( - //)
x Backpack
   x Morningstar
Steel
  
x Outfit (Explorer's/Small)
   x Silk Rope (50')
  
x Bedroll
   x Sling
  
x Dagger
Steel
  
AMMUNITION

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.8.1 on Nov 25, 2006

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Backpack
Equipped
1
2
2
 Outfit (Explorer's/Small)
Equipped
1
2
10
 Bedroll
Carried
1
5
0.1
 Dagger
Carried
1
1
2
ITEM LOCATION QTY WT. GP COST
 Morningstar
Carried
1
6
8
 Silk Rope (50')
Backpack
1
5
10
 Sling
Carried
1
0
0
TOTAL WEIGHT CARRIED/VALUE   19 lbs. 48.1 gp
WEIGHT ALLOWANCE
Light 43 Medium 87 Heavy 131

FEATS
Combat Casting, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Simple Weapon Proficiency, Stunning Fist
MONEY
SPECIAL ABILITIES
+2 morale bonus on saving throws against fear, +4 to Concentration to use spell or spelllike ability on the defensive, AC Bonus (Ex), Evasion (Ex) ~ No damage instead of half damage on successful save, Fast Movement (Ex), Flurry of Blows (Ex), Still Mind (Ex) ~ +2 save vs. enchantment, Stunning Fist 3/day (DC 17), Summon Familiar
PROFICIENCIES
Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dynamite, Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Handaxe, Javelin, Kama, Longspear, Mace (Heavy), Mace (Light), Morningstar, Nunchaku, Quarterstaff, Rock, Sai, Shortspear, Shuriken, Siangham, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Unarmed Strike
LANGUAGES
Common, Dwarven, Elven, Halfling, Literacy, Orc
SPELLS
 Sorcerer 0
1
2
3
4
5
6
7
8
9
6
6
0
0
0
0
0
0
0
0
0:
Acid Splash (DC:14)Detect Magic (DC:14)Disrupt Undead (DC:14)
Light (DC:14)Read Magic (DC:14)
1:
Mage Armor (DC:15)Magic Missile (DC:15)Ray of Enfeeblement (DC:15)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Combat Casting You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned.
Combat Reflexes When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round -- the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the characters threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
Dodge During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarfs racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
Improved Unarmed Strike You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarfs racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character cant act, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Created using PCGen 5.8.1 on Nov 25, 2006

SPELLS
 Sorcerer 0
1
2
3
4
5
6
7
8
9
  Per Day 6
6
0
0
0
0
0
0
0
0
0:
Acid Splash (DC:14)Detect Magic (DC:14)Disrupt Undead (DC:14)Light (DC:14)
Read Magic (DC:14)
1:
Mage Armor (DC:15)Magic Missile (DC:15)Ray of Enfeeblement (DC:15)
 * = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 5 3 0 0 0 0 0 0 0 0
PER DAY 6 6 0 0 0 0 0 0 0 0
LEVEL 0
Acid Splash
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Orb deals 1d3 acid damage.
Source:  p.196.
Target Area:   One missile of acid
Detect Magic
DC: 14
Save: None
Time: 1 standard action
Duration: Concentration, up to 3 minutes
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  p.219
Target Area:   Cone-shaped emanation
Disrupt Undead
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You direct a ray opf positive energy. Deals 1d6 damage to one undead.
Source:  p.223
Target Area:   Ray
Light
DC: 14
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to glow like a torch, shedding bright light in a 20-foot-radius [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.
Source:  p.248
Target Area:   Object touched
Read Magic
DC: 14
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  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.
Source:  p.269
Target Area:   You
LEVEL 1
Mage Armor
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 3 hours
Rng: Touch
Comp: V, S, F
SR: No
School: Conjuration
☐☐☐
Effect:  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Source:  p.249
Target Area:   Creature touched
Magic Missile
DC: 15
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (130')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. 2 missiles.
Source:  p.251
Target Area:   Up to five creatures, no two of which can be more than 15 ft. apart
Ray of Enfeeblement
DC: 15
Save: None
Time: 1 standard action
Duration: 3 minutes
Rng: Close (30')
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1. The subjects Strength score cannot drop below 1.
Source:  p.269
Target Area:   Ray
* = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Portia
Portia's portrait
Halfling
RACE
23
AGE
3' 0"
HEIGHT
34 lbs.
WEIGHT

EYE COLOR

SKIN COLOR

HAIR COLOR

HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

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