User:Askewnotion/PCs/Pimp
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Evoker 1 (Focused Specialist) (ECL 1)
Race: Sun Elf
Alignment: LN | Size: M
Patron Deity: None
Abilities
Str 10 (+0) |
Dex 14 (+2) |
Con 12 (+1) |
Int 18 (+4) |
Wis 12 (+1) |
Cha 12 (+1) |
Defense
AC: 12 / Touch: 12, Flatfooted: 10
(+2 Dex)
HP: 5 / HD: 1d4+1
Initiative: +2 / Speed: 30'
Fort: 1 / Reflex: 2 / Will: 3
Attacks
- Unarmed +0 / 1d3 / 20x2
- Touch +0
- Ranged Touch +2
Space/Reach: 5 ft./5 ft. Base Attack: +0
Feats
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. |
Skills
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Special Abilities
- Familiar - A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Wizard Spells and Abilities
NO ABJURATION, ILLUSION, or NECROMANCY.
Wizard Spells: 2(3)/2(3)
Caster level 1
DC = 14 + spell level
Ranges:
Close 25, medium 110, long 440