GEAR
ARMOR/PROTECTIVE ITEM
TYPE ARMOR BONUS MAX DEX BONUS
--HUMAN RACIAL TRAITS ---HUMAN RACIAL TRAITS --- CLASS ABILITIES ---HUMAN RACIAL GENERAL FEATS
# 0 0
ACP
SPELL FAILURE
SPEED
WEIGHT
SPECIAL PROPERTIES
SHIELD/PROTECTIVE ITEM
SHIELD BONUS
MAX DEX
WEIGHT
CHECK PENALTY
SPELL FAILURE
Cha: +2 TYPE: Humanoid (Human) SIZE: Medium BONUS FEAT: Humans may choose a bonus feat at 1st level. -- TRAITS - HUMAN HERITAGE (Charisma) : Humans get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. SKILLED: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. Automatic Languages: Common Bonus Languages: Any -- CLASS ABILITIES - FAVORED CLASS (Sorcerer/Sorcerer) : You've gain the following bonuses: +2 additional Sorcerer spell known. BLOODLINE: You get your powers from your Arcane bloodline. (PFCR 71). BLOODLINE ARCANA: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. (PFCR 73-74) BLOODLINE POWERS: You get the following powers from your Arcane bloodline at this level: - Arcane Bond: You have selected Weasel familiar. It grants +2 bonus on Reflex saves. See the rules for familiars in [PFA3 50]. (PFCR 73). ESCHEW MATERIALS: The sorcerer gains Eschew Materials as a bonus feat. (PFCR 71). SORCERER CANTRIPS: The sorcerer can cast known 0-level spells at will. (PFCR 71). SORCERER SPELLS: The sorcerer chooses spells from the sorcerer/wizard list according to the progression in PFCR 72. (PFCR 70-71). SORCERER WEAPONS AND ARMOR: All simple weapons. Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll (PFCR 83). (PFCR 70). GENERAL FEATS ESCHEW MATERIALS: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. (PFCR 123) COMBAT FEATS DEFENSIVE COMBAT TRAINING: Substitue Hit Dice for BAB in Combat Maneuver Defense. (PFCR 121) IMPROVED INITIATIVE: You get a +4 bonus on initiative checks. (PFCR 127) -- TRAITS - FOCUSED MIND (Magic): You gain a +2 bonus on Concentration checks. (PFAPG 329) REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)
SPECIAL PROPERTIES
OTHER POSSESSIONS
ITEM
Wgt.
ITEM
Wgt.
2 1 6 6 1
Armor/Shield/Weapons
ENCUMBRANCE
0
EXPERIENCE / LEVEL
16,5
LIGHT LOAD
33
MED LOAD
200
HEAVY LOAD
2270
/
NOTES
5.000
200
LIFT OVER
400
LIFT OFF GROUND
1.000
PUSH DRAG
Unencumbered
(Spd: normal, Max Dex Bonus: normal).
57