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Miro Teague

Hafling
6-Level Sorcerer

Crazy little Halfling Stormborn sorcerer   https://www.worldanvil.com/w/elohey-kummer-wolfe/a/stormborn-article


Parties & Groups

The SNAFU Posse

Storytelled by Jarissa
Miro Teague
Character Name
Hafling
Race
Sorcerer
6
Level And Class
s
Size
Age
Male
Gender
CG
Alignment
Nethys
Deity
Homeland
3ft
30
Height
Weight
Black
Blue
Hair Color
Eyes Color
Miro Teague
Hafling
Sorcerer
6

 
s
Male
CG
Nethys
3ft
30
Black
Blue
ATTRIBUTES
Ability Name
Score
Abil Mod
Temp Adj
Cur Mod
Str
Strength
8
-1
+0
-1

 
Dex
Dexterity
18
+4
+0
+4

 
Con
Constitution
16
+3
+0
+3

 
Int
Intelligence
14
+2
+0
+2

 
Wis
Wisdom
14
+2
+0
+2

 
Cha
Charisma
19
+4
+0
+4

 
HIT POINTS & RESISTANCES
Total
HD
Dam Red
Spell Res
43
0
Initiative
Dex
Modifier
10
4
6
Base Attack Bonus
0
ARMOR CLASS
Total
Armor
Shield
Dex
17
2
0
4
Size
Natural
Deflection
Misc
0
0
0
1
Touch
15
Flat Footed
13
FORTITUDE Constitution
Total
Base
Ability
Magic
Misc
Temp
7
1
3
0
3
0
Reflex Dexterity
Total
Base
Ability
Magic
Misc
Temp
9
1
4
0
4
0
WILL Wisdom
Total
Base
Ability
Magic
Misc
Temp
8
4
2
0
2
0
Combat Maneuver Bonus CMB
CMB
BaB
Strength
Misc
-1
0
-1
0
Combat Maneuver Defense CMD
CMB
BaB
Strength
Dexterity
Misc
18
0
-1
4
15
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
7
4
2
1
0
0
0
0
0
0
Per Day
7
4
2
1
0
0
0
0
0
0
Bonus
0
2
1
0
0
0
0
0
0
0

 
Spell casting notes
Speed
Base
With Armor
Fly
Swim
Climb
Burrow
30
SKILLS
Skill
Total
Abilty
Ranks
Misc
Acrobatics
+8
DEX
+4
0
+4

 
Appraise
+9
INT
+2
1
+6

 
Bluff
+8
CHA
+4
0
+4

 
Climb
+0
STR
-1
1
+0

 
Craft (maps )
+4
INT
+2
0
+2

 
Craft (knitting/repair nets )
+4
INT
+2
0
+2

 
Diplomacy
+8
CHA
+4
0
+4

 
Disable Device*
+6
DEX
+4
0
+2

 
Disguise
+8
CHA
+4
0
+4

 
Escape Artist
+8
DEX
+4
0
+4

 
Fly
+4
DEX
+4
0
+0

 
Handle Animal*
+8
CHA
+4
0
+4

 
Heal
+4
WIS
+2
0
+2

 
Intimidate
+7
CHA
+4
1
+2

 
Knowledge (arcana )*
+17
INT
+2
5
+10

 
Knowledge (dungeoneering )*
+2
INT
+2
0
+0

 
Knowledge (engineering )*
+2
INT
+2
0
+0

 
Knowledge (geography )*
+6
INT
+2
1
+3

 
Knowledge (history )*
+2
INT
+2
0
+0

 
Knowledge (local )*
+2
INT
+2
0
+0

 
Knowledge (nature )*
+8
INT
+2
2
+4

 
Knowledge (nobility )*
+2
INT
+2
0
+0

 
Knowledge (planes )*
+2
INT
+2
0
+0

 
Knowledge (religion )*
+2
INT
+2
0
+0

 
Linguistics*
+2
INT
+2
0
+0

 
Perception
+8
WIS
+2
2
+4

 
Perform (act )
+8
CHA
+4
0
+4

 
Perform (sing )
+8
CHA
+4
0
+4

 
Profession (sailor )
+9
WIS
+2
1
+6

 
Ride
+8
DEX
+4
0
+4

 
Sense Motive
+4
WIS
+2
0
+2

 
Sleight of Hand*
+16
DEX
+4
4
+8

 
Spellcraft*
+17
INT
+2
5
+10

 
Stealth
+12
DEX
+4
2
+6

 
Survival
+4
WIS
+2
0
+2

 
Swim
+0
STR
-1
1
+0

 
Use Magic Device*
+4
CHA
+4
0
+0

 
Feats

  • dodge
  • eschew material
  • simple weapon proficiency
  • spell penetration
  • still spell
  • canter
  • gifted adept (gust of wind
  • wind stance

Name Attack Bonus Critical Type Range Ammunition Damage
dagger +3 physical touch 1D3+1
quarter staff +3 Physical touch 1d4+1
sling +7 x2 physical 60ft stones or bullets 1d6
trident of spell storing +4 physical touch 1d4+2

 
Name AC Bonus Type Check Penality Spell Failure Weight Properties
leather +2 Light Armor -1 10% 1.25lbs sized to fit halfling
Amulet of Dolin the Trickster +1 necklace +0 0% cursed to shapeshift into Dire Coyote

 

The statblocks of your Weapons, armor and other important/magical equipment

Band of the Dozing Drifter

Aura moderate transmutation


Slot headband


Class Any


Typical Cost 2500 gp


Description


This is a band of braided, boiled leather with a concho of a sleeping suslik that holds the loop together. This hatband, provided it is placed on an unenchanted Oatman Hat, grants the character that sleeps with the hat over his face the ability to rest for 2 hours and have it count as a full 8 hours sleep 1/day. At the end of this time, the character will have replenished their ki pool, ability to study and cast spells, etc as if they had a full rest.


However, this accelerated rest does not count towards healing wounds or recovery from other debilitating conditions any faster.


During this rest, the character may not perform any other action for 2 hours. This includes move actions or talking, otherwise the enchantment ends with no benefit to the character. If the hat is removed from the character's face during those 2 hours, the enchantment ends with no benefit to the character.


Note that the character must attune to the item for the usual 1 hour of attunement before they can activate the enchantment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

CR 2

Spiro

CG T outsider, minidragon
Initiative: +3 Senses: Blindsight 10ft, darkvision 60ft

Defense

AC: 22
HP: 21 1d6
Fortitude: +7 Reflex: +9 Will: +8
Defensive Abilities: Evasion

Offense

Speed: 20 ft | Fly 40 ft
Melee:

Bite

+4 to hit, damage 1d3-1 piercing, reach 5ft

 

Claw

+4 to hit, damage 1d3-1 piercing, reach 5ft

Note: can Multi-attack with 2 Claw attacks on same target

Ranged:

Fire Breath

Recharge: 5-6

15-foot cone. Each creature in the area must make a DC 12 Reflex saving throw, taking 2D6 fire damage on a failed save, half on a succeed.

Special Attacks:

Sudden Swoop

If Spiro makes a sudden charge attack while flying, he does not provoke an attack of opportunity. If he rolls a natural 20 during the bite or claw portion of this attack, he gains +2 bonus on his damage roll.

Space: 2-1/2 ft Reach: 0 ft.
Spell-like Abilities:

Empath:

Spiro can sense the simpler emotions of creatures within 60 feet of it.

 

Limited Telepathy:

Spiro can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy does not allow the receiving creature to telepathically respond. He strongly prefers to only use it with Miro Teague.

 

Deliver touch spells

As the familiar of Miro Teague, they have worked out this teamwork system:

  1. Miro casts a touch-range spell while Spiro is perched on Miro (head, face, shoulders, arm, something).
  2. Instead of the spell going off, Miro shares the spell with Spiro.
  3. Spiro launches himself off to go touch/land on/swat some target. He has to use his Acrobatics and make a Melee or Grapple check.
  4. The touch spell goes off.
  5. If the touch spell was Shocking Grasp, Spiro is now cranky and must be soothed with several Scooby Snacks.

Statistics

Str 7, Dex 21, Con 11, Int 8, Wis 19, Cha 17
Base Attack: +3 CMB: +4 CMD: 14 (18 vs. trip)
Feats: Acrobatic, Alertness, Dodge, Empathic Link (Miro), Improved Evasion, Share Spells
Skills: Acrobatics +8 (+0 when jumping), Fly +23, Perception +8, Stealth +17, Swim +13, Use Magic Device +9
Languages: understands Mril but cannot speak it

Ecology

Environment: extra-planar creature
Organization: Familiar of Miro Teague
Veserab_zps2ba0f499.png
Verserab

Spiro mostly looks like a red-winged lizard (NOT a dragon!) small enough to sit on his chosen halfling's shoulder (or head!) or ride in his biggest pocket.

((OOC note: This probably needs adjusting later. I threw together a couple of critters that were close and used the average stats.))

If he were not Miro's familiar, Spiro's saves would be Fort +4|Reflex +6|Will +5. His HP are now half of Miro's permanent HP, and he gains a +3 to his armor along with raising his Intelligence Attribute.


 

Statblocks for your spells.

Level 0 Spells

Detect Magic

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range 60 ft
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)

  Saving Throw none ;
  Spell Resistance No

 
  You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 × 10 minutes Overwhelming 1d6 days   Detect Magic Aura Power Spell or Object Faint Moderate - Strong - Overwhelming Functioning spell (spell level) 3rd or lower - 4th–6th - 7th–9th - 10th+ (deity-level) Magic item (caster level) 5th or lower - 6th–11th - 12th–20th - 21st+ (artifact   Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
 


 

Jolt


Transmutation \ \ Electricity

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one living creature

Description

You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals electricity damage .

Flare

School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range Close
Duration instantaneous

  Saving Throw none ;
  Effect Burst of light
Spell Resistance No

 
  This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
 


 

Message

School transmutation [language-dependent];; Level bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School air 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range Medium
Targets one creature/level
Duration 10 min./level

  Saving Throw none; ;
  Spell Resistance No

 
  You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.
 


 

Read Magic

School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range Personal
Targets You
Duration 10 min./level

  You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
 


 

Mending


transmutation; \ \ bard 0, cleric/oracle 0, druid 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0;

Casting time: 10 minutes
Range: 10 ft.
Duration: instantaneous
Targets: one object of up to 1 lb./level

Description

Components V, S
Saving Throw: Will negates (harmless, object Spell Resistance: yes (harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Level 3 Spells

Lightning Bolt


evocation \ [electricity \ bloodrager 3, magus 3, sorcerer/wizard 3, witch 3;

Casting time: 1 standard action
Range: 120 ft.
Duration: instantaneous
Area: Area 120-ft. line

Description

Components V, S, M (fur and a glass rod)
Saving Throw Reflex half; Spell Resistance yes     You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.   The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Statblocks for your Trinkets, businesses, building, castles, empires.

The major events and journals in Miro's history, from the beginning to today.

The list of amazing people following the adventures of Miro.