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Jessamyn

Human 5th level Sorcerer (Black Blood, Spellscar)

Attributes:
Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 20 (+2 racial bonus included, +1 level bonus included)

Traits:
Reactionary (+2 Initiative)
Carefully Hidden (+1 Will saves, +2 saves vs. Divination)

Feats & Class abilities:


(Combat Expertise, Deadly Aim, Weapon Finesse & Eschew Materials for free)
1st Revelation: Darkvision (60’)
1st Spell Focus: Enchantment
1st Extra Revelation: Trigger Primal Magic Event
3rd Revelation: Animate Primal Forces
3rd Abundant Revelations (Animate Primal Forces)
5th Greater Spell Focus: Enchantment

Spells known:
(per day: 0 – unlimited, 1st – 8, 2nd – 5)
0 level Detect Magic, Disrupt Undead, Ghost Sound, Prestidigitation, Ray of Frost, Read Magic
1st Charm Person [DC 18], Mage Armor, Magic Missile, Ray of Enfeeblement, Sleep [DC 18]
2nd Communal Protection vs. Evil, Glitterdust, Obscure Object

Black Blood:
Positive energy harms, Negative energy heals (similar to undead)
-4 to Dexterity-based skills

Skills: (6 ranks/level)
Bluff 5 ranks +13 mod.
Knowledge: Arcana 5 ranks +9 mod.
Knowledge: Planes 3 ranks +4 mod.
Perception 5 ranks +6 mod
Spellcraft 5 ranks +9 mod.
Survival 1rank +5 mod.
Intimidate 1 rank +9 mod.
Use Magic Device 5 ranks +13 mod.

Gear:
Boots of Nimble Escape (1/day ignore difficult terrain, cannot be tripped and doesn’t provoke AoO
from movement for 1 round), Darkgem (Inflict Light Wounds 3/day, constant Hide From Undead –
self only), Scroll of Fireball (6th), Scroll of Dispel Magic (12th), Scroll of Whispering Wind (4th), Scroll
of Stone Call (4th), Wand of Magic Missiles (5th level, 19 charges)
Combat:
HP 36 (HD 3d6+8+3), AC 12 (16 w/Mage Armor), Fort +3, Reflex +3, Will +6 (+2 vs. Divinations)
Move 30’, Initiative +6
Ray of Frost: +4 (ranged touch), 1d3 cold damage
Ray of Enfeeblement: +4 (ranged touch), 1d6+2 STR damage
Magic Missile: 1d4+1 (x3)

Wild Magic rules:


Special 'Wild Magic' rules: When casting a spell, Jess must make a caster check (d20 + caster level
+ Charisma modifier vs. DC 10 + spell level). If failed, the spell causes an additional wild magic
effect. Anyone targeting Jess with an arcane spell or casting an arcane spell within 10' of her must
make the same check; if failed, the spell is lost and a wild magic effect takes place instead.

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