Halfling

Cef Desmosa's page

1 post. Alias of Zack Muad'Dweeb.


About Cef Desmosa

Cef Desmosa
Male tiefling sorceror 1
CG medium humanoid (native outsider)
Init: +6; Senses: darkvision 60 ft., Perception +0

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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 9 (1d6 + 2 Con + 1 favorved class)
Fort +2, Ref +2, Will +2
Special: Cold resistance 5, Electricity 5, Fire Resistance 5
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OFFENSE
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Spd 30 ft.
Melee
* Bite +0 (1d6 damage)
* Shadowstrike +0 (1d4 nonlethal + dazzle, 5/day)

Ranged
* Acid splash +2 (1d3 acid, 25 ft.)

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STATISTICS
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Str 10 | Dex 15 | Con 14 | Int 12 | Wis 10 | Cha 15
Base Attack +0; CMB +0; CMD 12
Feats: Eschew materials, Improved Initiative
Traits:
Skills: Bluff +4, Knowledege: Arcana +5, Spellcraft +5, Stealth +8
Languages: Common, Draconic, Infernal
Combat Gear:
Other equipment:

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SPECIAL ABILITIES
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Race
Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Class
Bloodline Arcana: Whenever you cast a spell with the darkness descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell's level for 1d4 rounds.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

0-level: acid splash, detect magic, mage hand, prestidigitation
1st-level: color spray, grease