Редактирование: Jack

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== Base info ==
 
== Base info ==
  
:'''Human Sorcerer 2'''
+
:'''Human Sorcerer 1'''
 
:'''N Medium humanoid''' (human)
 
:'''N Medium humanoid''' (human)
 
:'''Init''' +2 (+2 Dex)
 
:'''Init''' +2 (+2 Dex)
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:'''AC w/Mage Armor or Shield''' 16, touch 12, flat-footed 14 (+2 Dex +4 armor/shield);
 
:'''AC w/Mage Armor or Shield''' 16, touch 12, flat-footed 14 (+2 Dex +4 armor/shield);
 
:'''AC w/Mage Armor & Shield''' 20, touch 12, flat-footed 18 (+2 Dex +4 armor/shield);
 
:'''AC w/Mage Armor & Shield''' 20, touch 12, flat-footed 18 (+2 Dex +4 armor/shield);
:'''hp''' 6+? (2d6 +1 fav. class)
+
:'''hp''' 6 (d6)
 
:'''Fort''' +0 (+0 Sor +0 Con)
 
:'''Fort''' +0 (+0 Sor +0 Con)
 
:'''Ref''' +2 (+0 Sor +2 Dex)
 
:'''Ref''' +2 (+0 Sor +2 Dex)
:'''Will''' +3 (+3 Sor +0 Wis)
+
:'''Will''' +2 (+2 Sor +0 Wis)
  
 
=== Offense ===
 
=== Offense ===
  
 
:'''Speed''' 30 ft.
 
:'''Speed''' 30 ft.
:'''Melee''' +1 quarterstaff 1d6
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:'''Melee''' +0 quarterstaff 1d6
:'''Ranged''' +3 light crossbow 1d8 (move action to reload; provokes AoO); or +3 ranged touch with ray spell
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:'''Ranged''' +2 light crossbow 1d8 (move action to reload; provokes AoO)
 
:'''Bloodline abilities''' (Arcane): Arcane bond (staff)
 
:'''Bloodline abilities''' (Arcane): Arcane bond (staff)
  
'''Sorcerers [[#Spells]] Known''' (CL 2nd; DC 13+level; concentration +5)
+
'''Sorcerers [[#Spells]] Known''' (CL 1st; DC 13+level; concentration +4)
:'''1st''' (4, 3 known): '''Cause Fear''' [necro] (close ray - ranged touch; frightens for 1d4 rnds: target attempts to flee, -2 to rolls; 1 rnd of shaken on save, only penalties; 6+ HD immune), '''Break''' (object is broken: -2 to weapon rolls, only standard critical threat/mult, armor's AC halved; double broken is destroyed; attended receive Fort save), '''Vanish''' (invisibility 1 rnd/lvl, max 5)
+
:'''1st''' (3, 3 known): '''Cause Fear''' [necro] (close ray - ranged touch; frightens for 1d4 rnds: target attempts to flee, -2 to rolls; 1 rnd of shaken on save, only penalties; 6+ HD immune), '''Break''' (object is broken: -2 to weapon rolls, only standard critical threat/mult, armor's AC halved; double broken is destroyed; attended receive Fort save), '''Vanish''' (invisibility 1 rnd/lvl, max 5)
:'''0th''' (at will, 5 known): '''Disrupt Undead''' (close ray 1d6 positive damage; ranged touch), '''Animate Animal''' (animates touched tiny animal that follows commands; allows only single controlled animal), '''Ghost Sound''' (sound illusion; Will disbelieves; 1 rnd/lvl), '''Irksome Weapon''' (see below), '''Pause''' (immediate action, decreases target's init by 4, close range, Will neg)
+
:'''0th''' (at will, 4 known): '''Disrupt Undead''' (close ray 1d6 positive damage; ranged touch), '''Animate Animal''' (animates touched tiny animal that follows commands; allows only single controlled animal), '''Ghost Sound''' (sound illusion; Will disbelieves; 1 rnd/lvl).
* 1 more spell via staff
+
* Additional spell via staff
  
 
=== Statistics ===
 
=== Statistics ===
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* 2nd trait: Ghost Sight (+2 Perception to locate undead, can locate ethereal undead - considered invisible with +20 to DC)
 
* 2nd trait: Ghost Sight (+2 Perception to locate undead, can locate ethereal undead - considered invisible with +20 to DC)
  
'''Skills''' (2 +2 Int) x2 for Sorcerer
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'''Skills''' (2 +2 Int +1 fav. class) x1 for Sorcerer
* Knowledge (arcana) +7 (2 rank +3 class +2 Int)
+
* Knowledge (arcana) +6 (1 rank +3 class +2 Int)
 
* Use Magic Device +9 (1 rank +3 class +3 Cha +2 feat)
 
* Use Magic Device +9 (1 rank +3 class +3 Cha +2 feat)
* Spellcraft +10 (2 rank +3 class +2 Int +1 trait +2 feat)
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* Spellcraft +9 (1 rank +3 class +2 Int +1 trait +2 feat)
* Knowledge (religion) +7 (2 rank +3 bloodline +2 Int)
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* Knowledge (religion) +6 (+1 rank +3 bloodline +2 Int)
 
* Bluff +7 (+1 rank +3 class +3 Cha)
 
* Bluff +7 (+1 rank +3 class +3 Cha)
  
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* Bonded arcane staff with spell runes (Mage Armor as in spellbook)
 
* Bonded arcane staff with spell runes (Mage Armor as in spellbook)
 
* Spellbook with typical Wizard spells
 
* Spellbook with typical Wizard spells
* 5 scrolls of Mage Armor: +4 armor bonus to AC for 1 hr
+
* 6 scrolls of Mage Armor: +4 armor bonus to AC for 1 hr
 
* 2 scrolls of Shield: +4 shield bonus AC for 1 min
 
* 2 scrolls of Shield: +4 shield bonus AC for 1 min
  
 
== Reference ==
 
== Reference ==
=== Irksome Weapon ===
 
:School evocation [force]; Level sorcerer/wizard 0
 
 
:Casting Time 1 standard action
 
:Components V, S
 
 
:Range close (25 ft. +5 ft./2 levels)
 
:Effect a magical weapon of force
 
:Duration 1 round
 
:Saving Throw none; Spell Resistance yes
 
 
A melee weapon of pure force springs into existence and attacks a designated opponent when he provokes attacks of opportunity, but no more than once per round, dealing 1d8 points of damage per hit with a critical threat range of 19–20/×2. It also grants any creature attacking this opponent a flanking bonus, though the weapon does not gain this benefit. The weapon is visible and takes the shape of any appropriately-sized simple or martial weapon you desire. It uses your caster level plus your relevant caster ability modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures. The weapon follows the foe you choose as long as he remains within range. Occupying the same area as the foe, it makes attacks of opportunity whenever that particular foe provokes him, but otherwise it takes no actions. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell’s range, the spell ends. Once you’ve designated a foe, you cannot choose a new opponent to target with this spell.
 
 
The irksome weapon cannot be attacked or damaged. If an attacked creature has spell resistance, check for resistance the first time the irksome weapon strikes it. Successfully resisting the weapon dispels the spell.
 

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