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Basics
Name:
Daimar the Tainted
Hit Points:
24
Armor Class:
17
Initiative Bonus:
2
SpellCasting Ability:
Spell Save DC:
Spell Attack Bonus:
Weight Carried:
Encumbered:
Push Drag Lift:
Total Hit Dice:
Race:
Half-Elf
Proficiency Bonus:
3
Class:Sorcerer(1)
Abilities
Name
Value
Mod
  • Strength:
    15
    0
  • Dexterity:
    16
    0
  • Constitution:
    16
    0
  • Intelligence:
    10
    0
  • Wisdom:
    8
    0
  • Charisma:
    17
    0
Combat

Melee

Attack Area of Effect Mod Dmg
Dagger 164+str
Dragon Claws 1d4+str
Feats and Skills

Woodland - Take cover in forest, half speed climb Otherwordly Magic - 1 Extra cantrip Blood Magic - Dragon Scales - +1AC for 1 round Familiar - Speech and Focus Voluntary Flaw - -Wis+Con Intimidating Glare Group Coercion

Description

Appearance: Burly for an elf, red hair and eye shows dragon lineage. Attitude: Reserved, almost anti-social, particularly around other elves. Comes across as friendly, but struggles with dark/violent impulses Dislikes: Red dragons, other elves

Equipment
Spells & Powers

  • Prestidigitation

  • Telekinesis

  • True Strike

  • Mage Armor

  • Burning Hands

  • Shield

  • Detect Magic

  • Produce Flame
Proficiencies
Currency
Skills
Prof
Mod
Name
Bonus
  • Acrobatics
    3
  • Appraise
    0
  • Bluff
    0
  • Climb
    0
  • Craft
    0
  • Diplomacy
    0
  • Disable Device
    0
  • Disguise
    0
  • Escape Artist
    0
  • Fly
    0
  • Handle Animal
    0
  • Heal
    0
  • Intimidate
    0
  • Knowledge (arcana)
    5
  • Knowledge (dungeoneering)
    0
  • Knowledge (engineering)
    0
  • Knowledge (geography)
    0
  • Knowledge (history)
    0
  • Knowledge (local)
    0
  • Knowledge (nature)
    0
  • Knowledge (nobility)
    0
  • Knowledge (planes)
    0
  • Knowledge (religion)
    0
  • Linguistics
    0
  • Perception
    0
  • Perform
    0
  • Profession
    0
  • Ride
    0
  • Sense Motive
    0
  • Sleight of Hand
    0
  • Spellcraft
    0
  • Stealth
    0
  • Survival
    0
  • Swim
    0
  • Use Magic Device
    0