|Gold:||126gp 2sp 5cp|
|Played by Brearen|
With a broad build from years of working in the mine, Olan is an unusual sorcerer. Looking rugged with his long hair and everpresent stubble, one would easily mistake him for a ranger or a trapper. As he travels alot from village to village, Olan has adapted his clothing to the outdoors. Strong leather and woolen clothing, in simple browns covers his body. The only article of clothing not completely protecting him are his fingerless gloves, which make it easier to cast his spells. A dark green, wool hooded cloak protects him from wind and rain.
Olan usually goes with his quarterstaff in hand, crossbow slung over his shoulder and his satchellike backpack over his cloak, both for easy reach and keeping the cloak from billowing up in case of strong wind.
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Armor Class||Saving Throws||Base||Bonus||Total|
|Total||Base 10 + Dex = 12||Fortitude||+0||+1||+1|
|+0||+Dex/+Str||+2/+1||Dex = +2|
|-||U||Climb (Str)||+ 0||+ 1||+ 0||+ 0||+ 0||+ 1|
|-||U||Jump (Str)||+ 0||+ 1||+ 0||+ 0||+ 0||+ 1|
|-||U||Swim (Str)||+ 0||+ 1||+ 0||+ 0||+ 0||+ 1|
|-||U||Balance (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||U||Escape Artist (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||U||Hide (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||U||Move Silently (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||-||Open Lock (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Ride (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||-||Sleight of Hand (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Tumble (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Use Rope (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|C||U||Concentration (Con)||+ 4||+ 1||+ 0||+ 0||+ 0||+ 5|
|-||U||Appraise (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|C||U||Craft(trapmaking) (Int)||+ 3||+ 4||+ 0||+ 0||+ 0||+ 7|
|C||U||Craft(woodworking) (Int)||+ 2||+ 4||+ 0||+ 0||+ 0||+ 6|
|-||-||Decipher Script (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Disable Device (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Forgery (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|-||-||Knowledge (Int)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Search (Int)||+ 0||+ 4||+ 0||+ 0||+ 0||+ 4|
|C||-||Spellcraft (Int)||+ 3||+ 4||+ 0||+ 0||+ 0||+ 7|
|-||U||Heal (Wis)||+ 4||+ 2||+ 0||+ 0||+ 0||+ 8|
|-||U||Listen (Wis)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|C||-||Profession(miner) (Wis)||+ 2||+ 2||+ 0||+ 0||+ 0||+ 4|
|-||U||Sense Motive (Wis)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|-||U||Spot (Wis)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 2|
|C||U||Survival (Wis)||+ 4||+ 2||+ 0||+ 0||+ 0||+ 8|
|-||U||Bluff (Cha)||+ 2||+ 3||+ 0||+ 0||+ 0||+ 5|
|-||U||Diplomacy (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|-||U||Disguise (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|-||U||Gather Information (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|-||-||Handle Animal (Cha)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Intimidate (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|-||U||Perform (Cha)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 3|
|-||-||Use Magic Device (Cha)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Speak Language||+ 0|
|Skill Points||Total Skill Points Here|
-U = usable untrained
-C = class skill
Languages Known: Common, Goblin, Giant, Trade Tongue, Wildlander
Skill Tricks go here
Skill Point Total:
Self-Sufficient (+2 to heal and survival, already added to skill total)
Point Blank Shot (+1 to attack and damage up to 30ft, not added due to variable distance)
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spell casters, a sorcerer can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Charisma score, see: Bonus Spells.
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated in the table below. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers in the table below are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time she gains new spells known for the level.
Like all other spellcasters in Therafim, the Sorcerer cast spells spontaneously however a full nights sleep is still required to recover spent spell slots.
Illiteracy: Sorcerers begin play illiterate.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the spells given on the above table. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
* Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
* Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Earth Elemental (Acid)
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Survival (Wis)
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), wall of fire* (9th), cone of cold* (11th), chain lightning* (13th), Ice Claw* (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
* *These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus [survival], Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the chart below.
Element Energy Type Movement
Air Electricity Fly; 60' (Avg)
Earth Acid Burrow; 30'
Fire Fire +30' Base
Water Cold Swim; 60'
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
Basic adventuring package
Spell Component Pouch
Statistics of Items Here:
Spells per Day:
0th level: 5
1st level: 3 +1 (Cha)
10+3(Cha) = 13 + Spell Level
The son of a miner, Waelend spent most of his childhood carrying rocks and coals. Born in the Kudurru mountains, Waeland never knew much about the life outside the mining settlement until that one fateful day. One day, a part of one of the mining shafts crumbled and revealed a small cave. Waeland was one of the first to enter, along with three miners, among which was his father. They discovered that the cave was beset with large crystals, glowing with a faint, pulsing light. His father examined a few, but didn't seem to think they were of considerable value. When Waeland touched one, he felt the pulse of the crystal, which synchronized with his heartbeat. In a short moment, Waeland saw himself from the inside of the crystal. The next, the crystal seemed to flow into him. The pulsing light went straight to his heart, and a moment later, the cave bathed in bright light. The crystals shattered, power seemed to race through Waeland's veins and the men around his were set ablaze. He watched, not able to do anything, frozen by fear, as his father burned to death.
The crystals shattered, pure power seemed to race through Waelands veins and the men around his started to scream. Their skin started to melt, fumes coming off it. The sudden blast of acid lay waste to the bodies of the men around Waeland, among which was his father. Waeland stood, frozen by fear and shock, as his father fell to his knees, the bone revealing beneath the boiling skin. The smell of acid, rot and boiled flesh made him gag and Waeland instinctively ran, out of the shaft, away from the mine.
Still in shock, Waeland left the settlement, leaving his friends and family. He wandered the wild for weeks, scavenging for food. Slowly, the need to survive drove him to develop his newfound abilities. As Waeland got himself together, he realized that he could never return to his home. His father was gone and he killed other men. Even worse, he ran right after doing so. If he would return, they would lynch him without question.
So He set off to lead his new life, wandering the countryside, visiting villages, making some coin with simple jobs and using some of his magic. He also took a new name to mark his new identity. He now presented himself als Olan to all he met. But he never forgot the day he left his home, the day he let his own father die. Olan swore to himself that wherever he went, whatever he did, he would do his best to make sure the innocent would be spared. He knew it would never be enough to redeem himself, but it was necessary. He had to to be able to live with himself, to look himself in the mirror every morning and to cope with the nightmares. He still saw his father die, every night, and there was nothing he could do.