# 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 24'^T^'; (+7 armor, +0 Dex, +2+4 trained)(+2 shield) HP 60 (dwarf 10 + 5x 6 sorcerer + 3 con + 1 feat) Fort '^E^' +12, Ref '^T^' +7, Will '^E^' +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) - Fireball'^B, sig^', Slow, Fear
2nd (4/day) - Acid Arrow, Dispel Magic, Resist Energy'^B^', Sudden Bolt'^sig^'
1st (4/day) - Jump, Heal'^sig^', Air Bubble, Burning Hands'^B^'
Cantrips (at will) - Stabilize, Tanglefoot, Know Direction, Prestidigitation, Produce Flame'^B^' 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
  • Athletics'^T^' +11 (str +4, trained 2+5)
  • Crafting +1
  • Deception +3
  • Diplomacy'^E^' +13 (cha +4, expert 4+5)
  • Intimidation'^T^' +11 (cha +4, trained 2+5)
  • Mining Lore'^T^' +8 (int +1, trained 2+5)
  • Herbalism Lore'^T^' +8 (int +1, trained 2+5)
  • Medicine'^E^' +11 (wis +1, expert 4+5)
  • Nature'^T^' +8 (wis +1, trained 2+5)
  • Occultism +1
  • Performance +4
  • Religion'^T^' +8 (wis +1, trained 2+5)
  • Society'^T^' +8 (int +1, trained 2+5)
  • Stealth +0
  • Survival'^T^' +8 (wis +1, trained 2+5) | +1 in underground
  • Thievery +0

Ancestry Feats *Dwarven Weapon Familiarity


Bulk Limit: 8 || Worn + Weapons = 6 || All = Worn +1 Full Plate, Wooden Shield Weapons Stowed *Staff of Healing, Healer's Gloves, Riding Horse "Kultahippu" Wealth At the Lodge Adventurer’s Packbackpack (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


Notes


Ostettavaa: *Wand of Longstrider (2nd level spell) 160gp itemlvl 5

Pathfinder Society 2E

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