===== Cheat sheet =====
Human Sorcelator
Init : +3
Melee: +7/+2
Ranged: +10/+5
AC: 13 (13 Touch, 10 Flat Footed)
Fort:+5 Ref:+5 Will:+12
Hide:+3 Silent:+3 Listen:+0 Spot:+0 Sense:+0
HP: 81/81 Speed: 30' (6 squares)
===== Level Progression =====
^Lvl ^Class ^BAB ^HP ^SP ^Base Saves ^Feats ^Class features ^
|1 |Sorcerer |0 | 4+3+2 |(2+4)x4| 0/ 0/ 2 |Weapon Finesse, Combat Casting|Stalwart Sorcerer, Divine Companion, Domain Access |
|2 |Sorcerer |1 | 3+3+2 |(2+4) | 0/ 0/ 3 | | |
|3 |Sorcerer |1 | 3+3+2 |(2+4) | 1/ 1/ 3 |Extend Spell | |
|4 |Sorcerer |2 | 1+3+2 |(2+4) | 1/ 1/ 4 | | |
|5 |Sorcerer |2 | 1+3+2 |(2+4) | 1/ 1/ 4 | | |
|6 |Sorcerer |3 | 3+3+2 |(2+4) | 2/ 2/ 5 |Repeat Spell | |
|7 |Sorcerer |3 | 2+3+2 |(2+4) | 2/ 2/ 5 | | |
|8 |Sorcerer |4 | 1+3+2 |(2+4) | 2/ 2/ 6 | | |
|9 |FateSpinner |4 | 4+3 |(2+4) | 2/ 2/ 8 |Twin Spell |Spin Fate |
|10 |FateSpinner |5 | 3+3 |(2+4) | 2/ 2/ 9 | |Fickle Finger of Fate |
|11 |Abjurant Champion|6 | 2+3 |(2+4) | 2/ 2/ 11 | |Abjurant Armor, Extended Abjuraction |
|12 |Abjurant Champion|7 | 2+3 |(2+4) | 2/ 2/ 12 |Rapid Metamagic |Swift Abjuration |
FateSpinner: Complete Arcane, Page 37
Abjurant Champion: Complete Mage, Page 50
===== Attributes =====
Total Mod Enhance Race Lv Item Misc. Modded Original
STR 11 11 (-2) 13
DEX 16 +3 16 16
CON 16 +3 16 (+1) 15
INT 16 +3 16 (+2) 14
WIS 11 11 (-3) 14
CHA 21 +5 +3 18 (+2) 16
===== Saves =====
Saves 5/ 5/12
Class 2/ 2/12
Abilities 3/ 3/ 0
Items 0/ 0/ 0
===== Skills =====
Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (arcana),
Ride, Spellcraft, Swim.
Left: 14/90 -(15*6)
Skills Total Ranks Mod Item ACP Feat Misc Sorc Class Fate Class Abj C Class
Appraise (Int) + 7 4 +3 +0 - - - - Y -
Bluff (Cha) +16 11 +5 +0 - - - Y - -
Climb (Str) + 2 2 +0 +0 - - - - - Y
Concentration (Con) +14 11 +3 +0 - (+4) - Y Y Y
Craft (Int) Y y Y
Handle Animal (Cha) + 6 1 +5 +0 - - - - - Y
Intimidate (Cha) + 5 +5 +0 - - - - - Y
Jump (Str) + 1 1 +0 +0 - - - - - Y
Knowledge (Int) - - -
- Arcana +18 15 +3 +0 - - - Y Y Y
Profession (Wis) Y Y -
- Gambler + 8 8 +0 +0 - - - Y Y -
Ride (Dex) + 5 2 +3 +0 - - - - - Y
Sleight of Hand (Dex) + 7 4 +3 +0 - - - - Y -
Spellcraft (Int) +18 15 +3 +0 - - - Y Y Y
Swim (Str) + 2 2 +0 +0 - - - - - Y
===== Feats =====
===== Combat stats =====
Defense 13
Base 10
Armor
Ability(DEX) +3
Items
Other
Melee
Base +7
Ability(DEX) +3
Ranged
Base +7
Ability(DEX) +3
Enhancement +0
Damage
Enhancement +0
Attacks ToHit Range Crit Type DMG Notes
Hands +7 - 20x2 Bashing 1d3
===== Vitals =====
Age: 19 years
Race: Human
Gender: Male
Height: 183cm
Weight: 87kg
Build: Slender
Hair: -
Skin: -
Eyes: -
Dress: -
Distinguishing Marks:
Dominant Hand: None
Languages: Common, -
===== Items =====
===== Abilities =====
Fate Spinner:
Spin Fate:
You may increase the DC of any spell you cast by up to your Class level per day. The total for a given day equals your Class level. This pool is replenished when you meditate for spells.
Fickle Finger of Fate:
Once per day as an Immediate Action, you may cause one enemy or ally (but not yourself) within line of sight to reroll a roll he/she just made. The target keeps the new roll, whether better or worse.
Abjurant Champion:
Abjurant Armor (Su):
Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield, and similar spells instead of actual armor.
Extended Abjuration (Su):
You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
Swift Abjuration (Su):
Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
==== Spells Compendium ====
^Level ^Per Day^Known ^Domain |
|0 |6 |8 |- |
|1 |6+2 |4 |1 |
|2 |6+1 |4 |1 |
|3 |6+1 |3 |1 |
|4 |6+1 |1 |1 |
|5 |5+1 |1 |1 |
|6 |3 |0 |1 |
Domain: Fire Domain
Fire Domain
Granted Power
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
1. Burning Hands: 1d4/level fire damage (max 5d4).
2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Fire Storm: Deals 1d6/level fire damage.
8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9. Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
Spells Known:
Level 0 (DC: 15)
Resistance: Subject gains +1 on saving throws.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Caltrops: Creates caltrops in a 5-ft. square, plus a 5-ft. square/2 levels beyond 1st (max 5).
Touch of Fatigue: Touch attack fatigues target.
Mending: Makes minor repairs on an object.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Level 1 (DC: 16)
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Shieldbearer: Shield floats near subject to offer protection.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Level 2 (DC: 17)
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Level 3 (DC: 18)
Fireball: 1d6 damage per level, 20-ft. radius.
Mage Armor, Greater: Gives subject +6 armor bonus.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Level 4 (DC: 19)
Polymorph: Gives one willing subject a new form.
Level 5 (DC: 20)
Fabricate: Transforms raw materials into finished items.
Level 6 (DC: 21)
-
**Divine Companion**\\
By sacrificing a possible link to an earthly creature, you gain
the ability to store arcane energy in a divine reservoir that
takes the form of a spirit creature. Linked to you through your
own life essence, this divine companion can then transform
that energy into beneficial effects.\\
**Level: 1st.**\\
**Replaces:** This benefit replaces the summon familiar class feature.\\
**Benefit:** You can spend 100 gp to perform a ritual
dedicated to the deity of your choice and summon forth a
spirit creature to aid you in your adventures. This creature
is both invisible and intangible, but it provides you with
real benefits.\\
The divine companion stores arcane energy and redirects
it to you according to your level and your needs. To fi ll this
reservoir, you must cast one or more targeted spells at this
creature. A spell so cast does not produce its normal effect;
the companion simply absorbs the spell’s energy. It can store
a number of spell levels equal to your arcane caster level. You
can cast spells into it at any time, but after you rest and recover
your spell slots for the day, the divine companion loses any
stored energy.\\
The divine companion exists outside reality and cannot
be affected by spells, spell-like abilities, or any sort of antimagic
effect or dispel check. It cannot, however, release its
arcane energy within an antimagic field or similar effect. It
uses your caster level for any checks required, and when it
releases arcane energy, the level of the effect created equals
the number of spell levels released.\\
The divine companion can release its stored spell energy
in either of the following ways, at your command. You can
use each effect as often as you wish, until the companion’s
stored energy is depleted.\\
**Healing (Su):** As a standard action, you can order your divine
companion to convert the energy it has stored into healing
power. This is the equivalent of a conjuration (healing) spell.
This effect heals you for 1d6 points of damage per stored spell
level, or as many levels as you designate (up to the maximum
currently stored).\\
**Shielding (Su):** As a swift action, you can order the creature
to convert the energy it has stored into protecting you. This
is the equivalent of an abjuration spell that provides you
with a deflection bonus to AC and a resistance bonus on
saves each equal to the number of stored spell levels, or as
many levels as you designate (up to the maximum currently
stored). This effect lasts for 1 round per arcane caster level
you possess.\\
\\
**Domain Access**\\
Your depth of belief allows you to channel divine power the
way a cleric does. By doing so, you gain access to a single
cleric domain.\\
**Level: 5th.**\\
**Replaces:** To gain this benefit, you do not learn a new
1st-level sorcerer spell and a new 2nd-level sorcerer spell at
5th level. From now on, you know one less sorcerer spell
that you can cast at each subsequent level (not counting the
domain spells from this alternative class feature).\\
**Benefit:** Choose one cleric domain. If you worship
a specific deity, the domain you choose must be one to
which your deity grants access. You gain the granted
power of the chosen domain. In addition, you can cast one
domain spell of each spell level available to you per day
from that domain.\\