Fiendish Halfling

Chack-Qetchack's page

50 posts. Organized Play character for Mystery Cult.


Full Name

Chack-Qetchack

Race

M Halfling |

Classes/Levels

Spells: L1 (8/8) L2 (4/4) | AC 16 T 16 FF 12 | HP 26/26 | F +3 R +6 W +3 | Init +8 | Perc -2 | Stealth +10 | CMD 16

Alignment

Chaotic Good

Deity

Kaleb Vesperra

Occupation

Divine Spy in the Dark Foundation Cult

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 7
Charisma 19

About Chack-Qetchack

CG small humanoid (halfling) | Arts: Himself | Ancector (Azata, Lillend)
M Halfling Serpentine Sorcerer IV (False Priest)
Init +4; Perception -2;
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Defense
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AC 16/20, touch 16, flat-footed 12/16 (+4 dex +1 size +1 deflection +4 armor)
hp 26 (4d6 +4 con +4 feat +2 favorite class) [+10 hp when reduced to -1]
Fort +3, Ref +6, Will +3
+2 against dominate and possession effects
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Offense
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Base Atk +2; CMB +1, CMD 16
Speed 20 ft.
Melee
Dagger +7 (1d3; 19-20x2)
Fangs +7 (1d3; 20x2)
Special: Low Blow (+1 to confirm crit vs larger foes); Aid Another +4; Fangs (7 rounds); Speak with Reptilians;
Poison: DC16; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save
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Spells Known:

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+1 CL on spells with the darkness, light, or shadow descriptor

+1 CL to transmutation spells
+ Cats' Grace - double duration (1/day)

+ Whenever Chack casts a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood his language.

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Сantrips:
Touch of Fatigue [DC14, 4 rounds], Mage Hand [35 ft], Disrupt Undead, Acid Splash, Light (CL5), Message (CL5)

Level 1 (8/day):
Charm Person [DC15 W, 4 hours]
Snowball [4d6 + DC15 F]
Vanish [4 rounds]
+ Aid [4 min.; 1d8+4]

Level 2 (4/day):
Ghoul Touch [DC16 F, 1d6+2 rounds]

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Skills:

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Bluff +16 (+4 rank +3 skill +4 cha +2 race +3 familiar) & +5 to Feign Harmlessness (+21)

Use Magic Device +11 (+4 rank +3 skill +4 cha) & +2 on Divine Items (+13)

Stealth +10 (+4 dex +4 size +2 race)

Diplomacy +8 (+1 rank +3 skill +4 cha)

Intimidate +8 (+1 rank +3 skill +4 cha)

Disguise +6 (+4 cha +2 kit)

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By Sage Familiar:

Knowledge (Arcana, Religion, Nature, Planes) +3 (+1 rank +3 skill -2 int +1 sage bonus)

Knowledge (Any Other) -1 (-2 int +1 sage bonus)

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Feats:

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Toughness: You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

False Focus: You can use a divine focus to cast arcane spells. By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.

Plan: 7 lvl - Improved Familiar (Pseudodragon, boon)

Special Qualities:

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

False Piety (Ex): At 1st level, the false priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat (see page 10). In addition to replacing Appraise and Fly as class skills, this ability replaces the priest’s Eschew Materials bonus feat.

Lay Healer (Su): At 3rd level, the false priest adds aid to his list of spells known as a 2nd-level spell. At 5th level, he adds remove disease to his list of spells known as a 3rd-level spell. This ability replaces the bloodline spells gained at 3rd level and 5th level respectively.

Traits:

Transmuter of Korada [Magic]: You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Helpful [Race]: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Languages:

Common, Halfling

Racial Traits:

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This racial trait replaces fearless.
Secretive Survivor: Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Equipment:

Money per game:

0 - 150 gp
1-3 - 1398 gp + 4PP
4-6 - 1398 gp + 4PP
7-9 - 3711 gp + 4PP
10 - 1194 gp+ 2 PP

Total: 6 657

Gear

Wand of Mage Armor (50/50) - 750 GP
Wand of Infernal Healing (49/50) - 750 gp

Pathfinder's Kit - 12 gp

Holy Symbol, Tattoo - 100 gp

Dagger - 2 gp

Ring of Protection +1 - 1000 gp

Shawl of Life-Keeping - 1000 gp

Runestone of Power (1st) - 2000 gp

Disguise Kit (10/10) - 50 gp

Noble Outfit - 75 gp

Signet Ring and Jewelry - 100 gp

Spend:

-

Coin

818 gp

Headband of alluring charisma +2 - 4000; Circlet of Persuasion - 4500;