Halfling Sorcerer Level 18
NG small humanoid
Initiative +6, Senses Listen +2, Spot +0 (Listen +0, spot -2 when Parrot familiar is away)
Aura Moderate Good
Languages Athalish, Dallish
Armor Class (AC) 26 (29 with Mage Armor), touch 23, Flatfooted 15 (19 with mage armor)
(+1 size, +7 Dex, +4 armor (with mage armor), +4 deflection, +1 insight, +3 natural)
Hit Points (hp) _/98 (17d4+51 HD); Rolls were 4,4,2,3,2,3,3,3,1,2,3,1,2,1,1,3,4,2+54 = 98
Saving Throws Fortitude +15, Reflex +19, Will +15 (+16 against fear)
Strength 11 +0(13 base -2 lvl)
Dexterity 24 +7 (14 base + +2 racial + 8 lvl)
Constitution 16 +3 (15 base +1 lvl)
Intelligence 12 +1
Wisdom 7 -2
Charisma 26 +8 (18 base +8 lvl)
SQ Halfling Traits (see Below)
Feats Improved Initiative, Sudden Still Spell (1/day cast spell without moving), Sudden Empower Spell (1/day 50% more damage on dice), Sudden Maximize Spell(1/day Max damage on Dice), Spell Penetration (+2 on Caster level checks to overcome spell resistance)
Skills Spellcraft +21 (20 ranks +1 int), Knowledge (arcana) +10,(10 ranks +1), Concentration +23 (20 ranks +3 con) Bluff +13 (5 ranks +8 Cha), Diplomacy +13 (5 ranks +8 Cha), Hide +10 (+6 dex +4 size), Move Silently +8 (+6 dex, +2 racial)
Languages Spoken Common and Halfling
Possessions Walking stick of metamagic quickening (cast up to three sixth level or lower spells per day as a sudden action)
+4 Ring of Protection, +3 Tunic of natural armor, Dusty rose prism Ioun Stone (orbits head grants +1 insight bonus to AC), +5 Cloak of Resistance, Staff of Abjuration, 71520 gp
Speed 20 ft. (4 squares), [Double move 40 ft (8 squares) Run up to 80 feet (16 squares) in a straight line]
Melee Quarterstaff +9 to hit (1d4 bludgeoning damage) or/and
Ranged Sling +18 to hit(1d3 damage) (range increment 50 ft, for every 50 feet of distance you take a -2 to hit) Max range 500 ft)
Space 5 ft. (takes up one square on the board); Reach 5 ft. (can hit adjacent figures)
Base Atk +9; Grapple +4
Atk Options Spells
Spells Known (CL 18th) (Save DC 18 + spell level)
0-Level Sorcerer Spells (Cantrips) 6/day
Acid Splash: Orb deals 1d3 acid damage. (Conj)
Detect Poison: Detects poison in one creature or small object. (Div)
Detect Magic: Detects spells and magic items within 60 ft. (Div)
Read Magic: Read scrolls and spellbooks. (Div)
Dancing Lights: Creates torches or other lights. (Evoc)
Light: Object shines like a torch. (Evoc)
Ghost Sound: Figment sounds. (Illus)
Mage Hand: 5-pound telekinesis. (Trans)
Prestidigitation: Performs minor tricks. (Universal)
1st-Level Sorcerer Spells 8/day
Mage Armor: Gives subject +4 armor bonus. (Conj)
Identify M: Determines properties of magic item (Div)
Charm Person: Makes one person your friend. (Ench)
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). (Evoc)
Feather Fall: Objects or creatures fall slowly. (cast as free action) (Trans)
2nd-Level Sorcerer Spells 8/day
See Invisibility: Reveals invisible creatures or objects. (Div)
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).(Evoc)
Blur: Attacks miss subject 20% of the time. (Illus)
Alter Self: Assume form of a similar creature. (Trans)
Cat’s Grace: Subject gains +4 to Dex for 1 min./level. (Trans)
3rd-Level Sorcerer Spells 8/day
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. (Abjur)
Fireball: 1d6 damage per level, 20-ft. radius. (Evoc)
Major Image: As silent image, plus sound, smell and thermal effects. (Illus)
Blink: You randomly vanish and reappear for 1 round/level. (Trans)
4th-Level Sorcerer Spells 8/day
Stoneskin M: Ignore 10 points of damage per attack. (costs 250 gp of diamond dust)(Abjur)
Dimension Door: Teleports you short distance. (Conj)
Charm Monster: Makes monster believe it is your ally. (Ench)
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. (Evoc)
Invisibility, Greater: As invisibility, but subject can attack and stay invisible. (Illus)
5th-Level Sorcerer Spells 7/day
Hold Monster: As hold person, but any creature. (Ench)
Cone of Cold: 1d6/level cold damage. (Evoc)
Wall of Force: Wall is immune to damage. (Evoc)
Baleful Polymorph: Transforms subject into harmless animal. (Trans)
6th-Level Sorcerer Spells 7/day
Dispel Magic, Greater: As dispel magic, but up to +20 on check. (Abjur)
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). (Necro)
Disintegrate: Makes one creature or object vanish. (Trans)
7th-Level Sorcerer Spells 7/day
Teleport, Greater: As teleport, but no range limit and no off-target arrival. (Conj)
Ethereal Jaunt: You become ethereal for 1 round/level. (Trans)
Forcecage M: Cube or cage of force imprisons all inside. (Evoc)
8th-Level Sorcerer Spell 6/day
Horrid Wilting: Deals 1d6/level damage within 30 ft. (Necro)
Polymorph Any Object: Changes any subject into anything else. (Trans)
9th-Level Sorcerer Spell 3/day
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Staff of Abjuration
Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:
Shield (1 charge) Invisible disc gives +4 to AC, blocks magic missiles.
Resist energy (1 charge) Ignores first 10 (or more) points of damage/attack from specified energy type.
Dispel magic (1 charge) Cancels magical spells and effects.
Lesser globe of invulnerability (2 charges) Stops 1st- through 3rd-level spell effects.
Dismissal (2 charges) Forces a creature to return to native plane.
Repulsion (3 charges) Prevents anyone from viewing or scrying an area for 24 hours.
+2 Dexterity, -2 Str (included above)
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
Paul the Parrot Familiar
Size/Type: Tiny Magical Beast Hit Dice: (43 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 22 (+2 size, +2 Dex +8 nat), touch 14, flat-footed 20 Base Attack/Grapple: +0/-13 +0/-13 Attack: Claws +4 melee (1d2-5) Space/Reach: 2½ ft./0 ft. 2½ ft./0 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +2, Ref +4, Will +2 Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 13, Wis 14, Cha 6 Skills: Listen +5, Spot +7 Listen +5, Spot +7 SQ: SR 21, Improved Evasion, Feats: Alertness, Weapon FinesseB Organization: Solitary Challenge Rating: 1/6 Alignment: NG
While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. .
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp)
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.