(O3)Ship's Wizard: Peppery Longfarthing

CN Human Sorcerer 8

Description:

Peppery Longfarthing
Human Sorcerer 8
CN Medium Humanoid (human)
Init 2; Senses Perception +7


Defense

AC 17, touch 13, flat-footed 14 (4 armor, 2 Dex, +1 dodge)
hp 46 (8d6
16)
Fort 3, Ref 4, Will 7

Offense

Speed 30 ft., swimming (30 feet)
Melee Morningstar +5 (1d8
1/x2)
Special Attacks dehydrating touch (7/day)
Sorcerer Spells Known (CL 8):
4 (4/day) Ice Storm
3 (6/day) Aqueous Orb (DC 17), Fireball (DC 17), Lightning Bolt (DC 17)
2 (7/day) Slipstream (DC 16), Invisibility, Protection from Arrows, Track Ship (DC 16)
1 (7/day) Touch of the Sea (DC 15), Obscuring Mist, Shield, Identify, Magic Missile, Hydraulic Push
0 (at will) Acid Splash, Resistance, Read Magic, Detect Magic, Detect Poison, Drench (DC 14), Jolt, Ray of Frost

Statistics

Str 13, Dex 14, Con 12, Int 17, Wis 12, Cha 18
Base Atk 4; CMB 5; CMD 18
Feats Armor Proficiency (Light), Combat Casting, Dodge, Eschew Materials, Martial Weapon Proficiency (Cutlass), Spell Penetration, Toughness 8
Traits Armor Expert, Gifted Adept (Magic Missile)
Skills Appraise +12, Bluff +11, Climb +4, Diplomacy +8, Fly +8, Heal +5, Knowledge (arcana) +9, Perception +7, Spellcraft +14, Stealth +4, Survival +3, Swim +12, Use Magic Device +15
Languages Common
SQ bloodlines (aquatic)
Other Gear
2 Darkleaf Cloth Leather armor, Morningstar, Pirate clothes, 141 GP, 9 SP

Special Abilities

Aquatic 1 CL for [water] spells, aquatic/swimming summoned creatures gain +1 to hit and damage.
Armor Expert -1 Armor check penalty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dehydrating Touch (7/day) (Sp) Melee touch attack deals 1d6
4 non-lethal damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Swimming (30 feet) You have a Swim speed.

Bio:

(O3)Ship's Wizard: Peppery Longfarthing

Pathfinder: The Wormwood Mutiny KingJustinPants