Brodie Vonpoopin Alot    (Kobold Male Sorcerer)
Character Information   
Name: Brodie Vonpoopin Alot XP/Next lvl: 0 / 3200
Class: Sorcerer HP:curr/max 12 / 12
Alignment: NG AC:reg/rear/no shield 12 / 12 / 12
Race: Kobold Level: 0
Age: 96 Height: 2.5
Weight: 65 Gender: Male
Encumbrance: Movement: 60'
Languages: Kobold, Orc , Elvish, Broken common
Ability Scores   
STR: 11 ()
INT: 16 (+2 Alnguages)
WIS: 15 (+1 Sav Throws/ +1Bonus Spell per LVL)
DEX: 15 (+1 AC Bonus for Race)
CON: 16 (+2 HP)
CHR: 12 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
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Background:
Brodie was born with magic flowing through his veins which scared the leader & witch doctor. The witch doctor feared that brodie would be much more powerful than him convinced the clan leader through him out into the wild. A sorcerer a elf named Grimwall Found the baby Kobold just as a Dire Wolf was to make a meal out of him. Grimwall could feel the magic within Brodie. Grimwall took Brodie under his arm and helped him focus on the magic that flowed within in him and how to survive in the in the world of men. When he gets nervous there is a horrible smell which overtakes the air around him. Grimwall had gave him the middle name 'Vanpoopin'. Brodie decided to go out on his own to find new magic.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Spear 1 / n n
Tail Sweep 1 / n n Kobolds can attempt to use their tail to knock down or trip opponents.
Bite 1 1d4/ n n
Equipment
Qty Item Location
1 Studded Leather Worn
1 Backpack Sm Worn
1 Bedroll BP
1 Belt Pouch Worn
1 Blanket BP
1 Chalk
1 Flint/Steele BP
1 SM Sack BP
1 Torch BP
1 Hemp Rope BP
1 Knife Simple/Sheath Belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 0 25
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Dancing Lights-Cantrip
Detect Magic- Cantrip
Ray of frost- Cantrip


Spell Book


Level 0
Dancing Lights-Cantrip
Detect Magic- Cantrip
Ray of frost- Cantrip


Notes
Sorcerer Skills
Base Skills
• Spellcasting
• Zero-Level Spells
• Read/write skills
• Scroll use/creation
• Detect/determine magic
• Craft Spells
• Phantom Force Skill
• Psychokinetic Manipulation Skill
• Necromancer hatred


Prime Attributes: WIS, INT, CHA
Hit Points: 6
Weapon Allowance: Light. medium
Armor Allowance: None

Description
A sorcerer is born with innate magical abilities. As such they are far more restricted to the array of magical incantations they may perform. Sorcerers are born with magic coursing through the very marrow of their bones. The archaic laws of magic course through each and every cell, from birth. It is not uncommon for an individual to present with magical abilities in the crib (see Zero-Level Spells below). Individuals do not choose the life of sorcery, they are chosen by it. Upon reaching 1st level these individuals present themselves to a 20th level sorcerer or higher so they may be bound to the archaic laws of magic. Individuals refusing to do so become outcasts known as Necromancers. The magic eventually corrupts their bodies and minds, transforming them into hideous abominations. Sorcerers and magic-users alike despise Necromancers and will fight to the death trying to destroy any who are encountered.

Spellcasting
Sorcerers, unlike magic users, do not have a spell pool, but they are held to an archaic law which binds them, mentally, as well as molecularly, to casting any one spell once per day. Upon reaching 1st level a sorcerer is inducted into the archaic realm of sorcery by performing an initiation spell that binds them to the skill of sorcery at the molecular level.

At each level the sorcerer chooses a specific set of spells for which they may use. Unlike the magic-user, the sorcerer does not have to memorize a spell to use it. They already know the nuances of the spell and can cast the spell without the use of somatic, or material components. Only the verbal components are required, and even then it is not required. Even when silenced, the sorcerer can still cast his spell by simply focusing on the incantations and reciting it in their mind.

Zero-Level Spells
Every character who wishes to become a sorcerer chooses three 0-level spells upon character creation. These spells then become innate abilities/skill which the character can use once per day. If the effects of the spell chosen have a per-level attribute for casting that spell, these will still apply.

Read/Write Skills
Archaic languages, +1 additional language every level

Scroll Use/Creation
Scrolls require the same verbal, somatic, or material components to implement. Spells cast via scroll are not subject to the archaic law daily limit. Once a scroll has been used, though, it is no longer viable, as the scroll itself is part of the required material components. Scroll creation requires the purchase of ink, quill, paper/parchment, and carrying case Scrolls can be created at the rate of 1 per day, with spells at or below the sorcerer’s level.

Detect/Determine Magic Skill
Sorcerers are bound to magic at a molecular level and can easily detect magical properties in any form: physical items, affected creature, creature ability, physical item attributes, etc. Sorcerers can detect magical properties up to two levels higher than their current level in as little as one round. Attempting to descry magical properties above that of the character will result in a possible misinterpretation, or nothing more than the item has magical properties.

Craft Spells
Upon reaching 9th level a sorcerer can begin crafting their own spells. To craft a spell the sorcerer researches the verbal, somatic, or material components, and the order in which they must be used, in order to perform the spell. The process requires 1 practice attempt per day per level of spell (in game) at a 50 failure rate, before the spell can be used regularly.

Phantom Force Skill
This skill is granted initially upon induction to archaic realm. Unlike the Magic user, this is a innate skill and does not require the use of a magical item. They are however still bound to using this ability once per day. A sorcerer has the ability to control this wave in any direction they desire, including a full 360 degree arc of force. The force does no damage itself, but rather pushes objects, including creatures, up to 300 lbs, with a force sufficient to carry them 2’ per level of sorcerer.

Psychokinetic Manipulation Skill
This skill allows a sorcerer to tap into the molecular mechanics of any object, and the molecular relationship it has with its surrounding environment. Objects up to 200 lbs can be moved, creatures can be forced into a state paralysis or manipulated like a puppet, doors can be unlocked even those held magically at or below their own level, etc.. Manipulation lasts for 1 round every 3 levels
Kobold Attributes
Kobolds are a small cold-blooded scaly skinned reptilian humanoid race with short non-prehensile tails, short ivory colored horns of varying sizes, and descendants of the early Dragons. The race as a whole tend to be cowardly, crafty, tricky, and sly. These omnivores, tending to live in the abandoned caves, warrens, and deep forests, are the least choosy of all the humanoid races concerning meals. Their digestive system can process bark, dirt, leather, eggshells, and pretty much anything else of an organic nature. Kobolds are hard-shelled egg layers like Dragons. Due to their close connection with ancient Draconic genes, 1 in 10 Kobolds will be born with wings. Kobold wings are leathery and range from 2’ to 2.5 feet long. Many Kobold clans see these as abominations or freaks and either kill or abandon them. Some survive in smaller communities while others have formed their own Winged Kobold communities. The wings are used primarily for gliding, though a Winged Kobold can hover several feet off the ground if they try really hard.

Typical Racial Features
Age: 90 - 135
Height: 2’ to 2.5’
Weight: 35 to 45 lbs
Hair: None (Scaly skin)
Eyes: Glowing red eyes
Skin: Dark rusty brown to rusty black
Winged: 1 in 10 (Roll 1d10 upon character creation)

Attributes
Languages Known: Broken Common, Draconic
Weapon Proficiencies: Light, Medium
Armor Allowance: Light, Medium (+1 Natural AC)
Vision: Darkvision 60’
Racial Attributes: -2 STR, +2 DEX, +2 CON
Speed: 60’

Special
Winged Kobold
Glide: drop 1’ every 10’ of glide length.
Hover: Several feet of the ground. Requires DEX-DC 12 each round.
Bite
1d4 damage
Tail Swipe
Kobolds can attempt to use their tail to knock down or trip opponents.
Requires a successful attack. Opponent must make a DEX-DC
DEX-DC = 9 + Level
Natural AC
+1 AC; Natural Armor and Size