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Col-Wulf the Cursed
Male Half-Elf Sorcerer 3 Chaotic Good Representing ELD-NPC
Total Hit Points: 14
Old age>Speed: 30 feet Col-Wulf is extremely unlucky. However his enemies are unluckier still.
Armor Class: 10 Touch AC: 10 Flat-footed: 10
Light load: :
Push or drag:
33 lb. or less
500 lb.
Languages:
Celestial Common Infernal Sylvan Thri-Kreen
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Feats:
* = Check Penalty For Armor/shield ** = Some Groups Double Armor/shield Penalties For Swimmers
Zero-level Sorcerer Spells: Cantrips Can Be Used At Will ; First-level Sorcerer Spells: 6 (5 + 1) Per Day
Favored Class Points: Hit Points +3; Skill Points +0 ; Adjust Weapon Attack Rolls And Armor Penalties As Required For Masterwork / Magic Equipment.
Half-elf This Half-elf Chose +2 To Charisma (Already Included) ; Immune to magical sleep ; Allowed two favored classes. Here I am assuming it is the first two favored classes.
Sorcerer
Conjuration Zero
Conjurer's Toolbelt Conjures any small tool for 1 min./level. RP:101-0
Create Ice Creates a 5' square sheet of ice on the ground, causing it to become difficult terrain. SGG:IM
Elemental Sample You create a 1-foot cubic block of an elemental substance. RP:101-0
Guardian Mote Absorbs 1d3 damage from the next attack. RP:101-0
Quill Creates a writing quill with limitless ink. RP:101-0
Snuff Extinguish non-magical light sources. AG:PS
Unruly Bolt Ray deals 1d2 points of damage of random energy type over time. RP:101-0
Conjuration 1
Brimstone Fiery stone deals 1d4 fire damage/level (max 5d4) plus nauseates targets, as melee touch attack or splash weapon. RP:101-1
Jam Barrel Your successful melee touch attack causes a jam in the targeted firearm. AE:ToS
Precipitate Driving rain, sleet, or snow blocks sight and grants concealment, plus quenches fires, impedes movement. RP:101-1
Rejuvenate Familiar As rejuvenate eidolon, except it applies to the caster’s familiar. SGG:110SV
Repair Light Damage As cure light wounds, but it repairs objects and constructs that aren’t destroyed rather than healing living
Summon Horror I Summons horrific creature to fight for you. AG:PS
Summon Weapon Melee or ranged weapon of your choice (Immediate). RP:101-1
Torchbearer You conjure a creature that carries a torch, sunrod, lantern or daylight spell. RP:101-1
Transcribe Record a conversation on a scroll, book, or tablet LPJ:NEM
Conjuration 2
Amber Globes 5 globes of energy deal 1d6 electricity total (max. 10d6) as splash weapons, or can be detonated remotely. RP:101-2
Brightmatter Sticky phosphorescent mass sheds light where ifs attached. RP:101-2
Chaotic Bolt One or more energy bolts cause 2d4 damage of random energy type. RP:101-2
Chilling Mist (2) Icy vapor grants concealment and deals 1d6 damage per round of nonlethal damage. RP:101-2
Guardian Beast Absorbs 1d6/level of damage (max 8d6) from the first attack. RP:101-2
Shooting Star You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target. RP:101-2
Summon Horror II Summons horrific creature to fight for you. AG:PS
Col-Wulf's Equipment:
More about Col-Wulf: Conjuror, works with Lava at Torch Annex
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