About ◄Cíñdrâ►
Ifrit Sorceror 1
CN Medium
Init +7
Senses Darkvision: Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 11 (6+3+1+1)
Fort +1, Ref +3, Will +2;
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Offense
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Speed 30ft
Melee Longspear 1d8 1d8x3
Ranged
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Statistics
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Str 7, Dex 16, Con 12, Int 12, Wis 10, Cha 19
Base Atk: +0; CMB -2; CMD 11
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Feats
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Toughness
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Traits
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Gifted Adept: Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (Fireball)
Prerequisites: You may only select this feat at 1st level. Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).[/b]
Drawback/Effect:Umbral Unmasking Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility). -No Shadow
Extra Feat-Defensive StrategistBenefit(s) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Skills:
Acrobatics +3
Appraise +1
Bluff +4
Climb -2
Craft +1
Diplomacy +4
Disable Device +3
Disguise +4
Escape Artist +3
Fly +3
Handle Animal +4
Heal +0
Intimidate +4
Knowledge (Arcana) +5
Knowledge (Dungeoneering) +1
Knowledge (Engineering) +1
Knowledge (Geography) +1
Knowledge (History) +1
Knowledge (Local) +1
Knowledge (Nature) +1
Knowledge (Nobility) +1
Knowledge (Planes) +1
Knowledge (Religion) +1
Linguistics +1
Perception +0
Perform +4
Profession +0
Ride +3
Sense Motive +0
Sleight of Hand +3
Spellcraft +5
Stealth +3
Survival +0
Swim -2
Use Magic Device +8
Other Gear
Backpack, masterwork 50g 4lbs
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin. labs(got rid of iron pot(4lbs)/torches(10lbs)/backpack(2lbs) for masterwork) - 7lbs carrying or 26+longspear=16/26lbs
Languages: Common, Draconic, Ifrit
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Bloodline Arcana: Wishbound Arcana (Su) At 1st level, the wishcrafter can use the wishes of non-genie creatures other than herself in place of the normal verbal components of her spells. A creature can make a wish as a free action at any time, even during the wishcrafter's turn. The wishcrafter must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn't normally have a verbal component gains one when cast using this ability. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell the wishcrafter knows (for example, wishing to be bigger could supply the verbal component for enlarge person). A wishcrafter gains a +1 bonus to her caster level when using a creature's wish as a verbal component in this manner, but cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than a target or targets. A wishcrafter is under no compulsion to grant a creature's wish. Once the wishcrafter grants a creature's wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours.
This ability replaces bloodline arcana.
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Spells
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0-Lvl Spells
Read Magic
Detect Magic
Spark
Stabilize
1-Lvl Spells
Color Spray
mage armor
2-Lvl Spells
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Backstory
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