Charlie - LVL 1-4 - Forgeborn Sorcerer
Name: Charlie Bew Level: 1
Race: Forgeborn
Class: Sorcerer
Gender: Male Age: 13
As a Humanoid:
Height: 4'10" Weight: 190lbs Build: Slender
Hair: None Eyes: None
As a Spider:
Height: 8" Weight: 4lbs Build: Pudgy
Hair: Black Eyes: Black
Gold: 25
One Unique Thing: As a funnel web spider, awakened by The High Druid, I have been given a large wooden body to pilot and the freedom to venture outside the safety of her forest as her envoy.
Backgrounds:
Hunter/Trapper: +3
Scout & Spy for The High Druid: +5
Relationships:
The High Druid - 3 Positive
Str: 8 Mod: -1
Con: 18 Mod: +4
Dex: 12 Mod: +1
Int: 12 Mod: +1
Wis: 8 Mod: -1
Cha: 18 Mod: +4
Health: 30
Recorveries: 8
Recovery Dice: 1d6 + 4
Initiative: +2
Melee
Attack: +0
Hit: 1d4 + 0
Miss: 1
Ranged
Attack: +2
Hit: 1d4 + 2
Miss: 0
Weapons:
None
Armor Class: 14
Physical Defense: 13
Mental Defense: 12
Armor:
None
Racial Power: Never Say Die
Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.
Class Features:
Access To Wizardry:
Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell that is 2 levels higher than it. For example, you can take a 1st level wizard spell in place of a 3rd level sorcerer spell.
Dancing Lights:
All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard's light cantrip, the sorcerer's dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes.
Gather Power:
Once initiative has been rolled and a battle is underway, a sorcerer can spend a standard action to gather magical power, preparing themselves for casting a double-strength spell with their next standard action. Gathering power is loud and flashy, involving crackling lightning, rumbling thunder, and the flicker of magical light.
Sorcerers who want to gather power before initiative has been rolled can go through the motions but won't get any benefit for the act; you can fool yourself but you can't fool magic.
Gather power: When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks, for example.
In addition, because you spend your standard action to gather power, you generate a small magical benefit. Like many of your powers, this benefit is chaotic rather than perfectly reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult the appropriate table below. (pg. 135)
If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, fire, lightning, or thunder).
Talents:
Sorcerer's Familiar: Funnel Web Spider
Permanent ability: Talkative
You have a familiar much like a wizard's familiar (page 149), but more changeable. Unlike the wizard, you don't choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar's nature; the only limitation is that you can't choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up.
Spell Fist:
Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.
You gain a +2 bonus to AC. Phrase it as dragon scales, tough skin, or fields of shimmering magic, as you choose.
You can use ranged spells while engaged with enemies without taking opportunity attacks.
You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.
Fey Heritage:
One battle per day, when you roll initiative, you can choose to invoke your Fey Heritage and gain the racial power of one the elven races in addition to your own racial power. Roll on the table below. If you roll your own race's power, you gain the half-elf's surprising racial power instead.
1-2: Cruel
3-4: Highblood Teleport
5-6: Elven Grace
Generic: Linguist (Adventurer Feat)
Speak all normal humanoid languages well enough.
Spells:
Lightning Fork:
Ranged spell
Recharge: 16+ after battle
Target: One nearby enemy; chain spell
Attack: Charisma + Level vs. PD
Hit: 3d6 + Constitution lightning damage.
Miss: Half damage.
Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.
Chaos Bolt:
Ranged spell (At-Will)
Special: The first time you use chaos bolt each battle, determine a random energy type. The spell deals that type of damage each time you use it that battle.
Target: One nearby enemy OR one far away enemy with a –2 attack penalty
Attack: Charisma + Level vs. PD
Hit: 1d8 + Constitution random energy damage, and if the natural attack roll was even, you gain a chaotic benefit as if you had gathered power.
Miss: Damage equal to your level.
Shocking Hands:
Close-quarters spell (At-Will)
Targets: Up to two nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 1d6 + Constitution lightning damage.
Resist Energy:
Ranged spell
Recharge: 16+ after battle
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire, lightning, thunder.
Backstory:
Before your awakening, you were like any other spider on the forest floor. One of many hatchlings, you fought to survive and hunt among the rest of the forest inhabitance. But after the awakening, none of the old, simple thoughts you once had held the same dire urgency and meaning they once did. Sure you still felt fear, hunger, sleepiness, but these feelings now came with a greater understanding of how the world works around you. The awakening allowed you to think and feel beyond yourself, and your first outward emotion was to love the savior who gave you this gift, The High Druid. For her you pretended to be the spider you once were and kept watch for her on the edges of her forest. Through you, The High Druid was able to detect and repel many attempts to claim or destroy portions of her sovereign land. Your success as a scout did not go unnoticed. As a promotion, The High Druid wished for you to continue your work beyond the edges of her forest. To do so, she crafted for you a humanoid shell. Driving this hollow puppet allows you to mingle with other humanoids without startling them as the talking spider you are. The shell even provides you with many spells you may cast in rare occasions where talk cannot save you. You've only managed to learn 4 of them so far, but through use, you're confident you'll pick up the rest in time. With your new tools and title, you step out into the world beyond the forest to spread the word of nature's balance and learn a thing or two for the betterment of all living things.
Leave your comments
Login to post a comment
Post comment as a guest