Description
Rorgen stands at a rather impressive, for a human being, height of more than 6 feet. His facial features intermingle with subtle oddities that hint at a beastfolk or lycanthrope ancestor down the line, from slightly triangular ears to a heavy mane that girds his jaw.
Yet his dressing speaks of a civillized culture, kept prim and proper down to the last detail, a display of social discipline and ettique to the knowing.
Ability |
Score |
Mod |
Temp Score |
Temp Mod |
Strength |
16 |
+3 |
+0 |
+0 |
Dexterity |
13 |
+1 |
+0 |
+0 |
Constitution |
16 |
+3 |
+0 |
+0 |
Intelligence |
13 |
+1 |
+0 |
+0 |
Wisdom |
8 |
-1 |
+0 |
+0 |
Charisma |
20 |
+5 |
+0 |
+0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class |
Total |
Base 10 + 1 Dexterity + 1 Armor = 12 |
Flat-Footed |
10 |
Touch |
10 |
Saving Throws |
Base |
Bonus |
Total |
Fortitude |
+0 |
+3 |
+3 |
Reflex |
+0 |
+1 |
+1 |
Will |
+2 |
-1 |
+1 |
BAB |
Mod |
Total Range/Melee |
+0 |
+1 Dex/+3 Str |
+1/+3 |
Skills |
Ranks |
Stat Bonus |
Synergy |
Magical Bonuses |
Total |
X |
Appraise (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Balance (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Bluff (Cha) |
+4 |
+5 |
+0 |
+0 |
+9 |
X |
Climb (Str) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Concentration (Con) |
+4 |
+3 |
+0 |
+0 |
+7 |
X |
Craft (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Decipher Script (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Diplomacy (Cha) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Disable Device (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Disguise (Cha) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Escape Artist (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Forgery (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Gather Information (Cha) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Handle Animal (Cha) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Heal (Wis) |
+0 |
-1 |
+0 |
+0 |
-1 |
X |
Hide (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Intimidate (Cha) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Jump (Str) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Knowledge (Stuff) (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Listen (Wis) |
+0 |
-1 |
+0 |
+0 |
+1 |
X |
Move Silently (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Open Lock (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Perform (Cha) |
+0 |
+5 |
+0 |
+0 |
+5 |
X |
Profession (Wis) |
+0 |
-1 |
+0 |
+0 |
-1 |
X |
Ride (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Search (Int) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Sense Motive (Wis) |
+0 |
-1 |
+0 |
+0 |
-1 |
X |
Sleight of Hand (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Speak Language (Literate) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Spellcraft (Int) |
+4 |
+1 |
+0 |
+0 |
+5 |
X |
Spot (Wis) |
+0 |
-1 |
+0 |
+0 |
-1 |
X |
Survival (Wis) |
+0 |
-1 |
+0 |
+0 |
-1 |
X |
Swim (Str) |
+0 |
+3 |
+0 |
+0 |
+3 |
X |
Tumble (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
X |
Use Magic Device (Cha) |
+4 |
+5 |
+0 |
+0 |
+9 |
X |
Use Rope (Dex) |
+0 |
+1 |
+0 |
+0 |
+1 |
Languages Known: Common, Carnivon, Literacy
Skill Tricks:
None yet
Skill Point Total: 16
Feats:
Eschew Materials (Class Given)
You can cast spells without relying on material components.
Benefit: You can cast any spell that has a material component costing 250 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 250gp, you must have the material component at hand to cast the spell just as normal.
Normal: You can only cast spells up to 125gp component costs without having the component at hand.
Spellcasting Prodigy
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value.
Special: You cannot gain Spellcasting Prodigy multiple times. You may select this feat only as a 1st-level character.
Jack of All Trades
You have picked up a smattering of even the most obscure skills.
Prerequisite: Int 13.
Benefit: You can use any skill as if you had 1/2 rank in that skill. This benefit allows you to attempt checks with skills that normally don't allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn't allow skill checks (such as Speak Language), this feat has no effect.
Normal: Without this feat, you can't attempt some skill checks (Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of Hand, Speak Language, Spellcraft, Tumble, and Use Magic Device) unless you have ranks in the skill.
Class Abilities:
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.
Chosen Bloodline: Air (lightning)
Elemental Ray (Jolt): 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 electricty damage + 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.
Total times per day: 8 (3 + 5 CHA)
Racial Abilities:
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (CHA chosen)
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).
Weapon |
Attack Bonus |
Damage |
Crit |
Damage Type |
Spear (two-handed) |
+3 |
1d8+5 |
19/20 x3 |
Piercing |
Light Crossbow |
+1 |
1d6 |
19/20 x3 |
Piercing |
Greatsword (two-handed) |
-1 |
2d6+5 |
19/20 x3 |
Slashing |
Armour / Shield |
Armour/Shield Bonus |
Max Dex |
Armour Check |
Arcane Spell Failure |
Movement Speed |
Weight |
Padded Armor |
+1 |
+8 |
- |
5% |
30ft |
1lb |
Slot |
Item |
Description |
Head |
Courtier's Hat |
The Courtier's outfit is not complete without a tall hat. |
Face |
- |
- |
Neck |
- |
- |
Shoulders |
- |
- |
Torso1 |
Padded Armor |
More clothing than armor, this heavy cotten attire provides minimal protection from weapons or the cold. |
Torso2 |
Courtier's Outfit(Overlapped) |
An outfit befitting a noble. |
Arms |
- |
- |
Hands |
- |
- |
Right Ring |
- |
- |
Left Ring |
- |
- |
Waist |
- |
- |
Feet |
- |
- |
Pack |
Backpack |
Used for storing items on the go. |
List of Items Here:
Potion of Mage Armor I x2
Bolt Quiver (30 inside) x1
Food Rations (jerky) x7
Water Canteen (3 pints each) x2
Oil (flask) x1
Holy water (flask) x1
Acid (flask) x1
Statistics of Items Here:
Courtier's Outfit: Effect:A person wearing this outfit does not incur the -2 charisma based-skill check penalty when trying to influence nobles or courties (posh people) which is present when wearing any other outfit excluding royal outfit.
Padded Armor: Effect:+1 AC
Spells per Day:
Level 0: 6+0
Level 1: 3+2
Spell DCs:
10+???+Spell Level=???
Spells Known:
Cantrips:
Read Magic (given)
Pretigitation
Mage Hand
Resistance
Silent Portal
Level 1:
Charm Person
Backbiter
Brief History:
As the Duke held his beloved wife, devoid of life and cold to the touch was her bosom, he plead to his most trusted advisors, the Barcques and offered the couple anything they desired –even his soul, if only they could do what no wizard had done in a century, bring someone who has outlived their time –back to life.
For years the Barcques toiled, pushing the limits of magic to recreate what their skill could not. Experiment upon experiment, neglecting everything they had until their only son was killed in one of their fateful mistakes.
They carried their child’s corpse to the pedestal, wiring him to the wicked device. In a great flash of lightning, bringing him back to life. When they tried it on the dame, it instead created a defilement of nature; a wraith trapped in a living body. Furious and enraged, the duke ordered for their execution but not before his wife torn him apart.
The child survived and his name was Rorge Von Barcque, Last Arl of Brackenwood.