Scepter

Fenchil Theji's page

121 posts. Organized Play character for Kludde.


Full Name

Fenchil Theji

Gender

Male Half-Elf Ranger 1/Sorcerer 1 | HP 23/23 | AC 16 (17 with MA), T 13, FF 13 | Init +3, Perc +7 | FRT +4, RFX +5, WIL +2 | SPD 30ft

Size

180cm

Age

23

Alignment

NG

Languages

Common, Elven

Occupation

Trapper

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Fenchil Theji

Fenchil Theji
Male Half-Elf (Taldan)
Ranger 1 / Sorcerer 1
NG Medium Humanoid (Elf, Human)
Init: +3, Senses: Low-Light Vision, Perception: +7
Languages: Common, Elven
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DEFENSE
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AC 16, Touch 13, Flat-footed 13, CMD 16
HP 23 (2HD)
Fort: +4, Ref: +5, Will: +2
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee Rapier +3 (1d6+2/18-20)
Melee Dagger +3 (1d4+1/19-20)
Ranged Dagger (thrown) +4 (1d4+2/19-20)
Ranged Shortbow +4 (1d6/x3)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +3

Known Sorcerer Spells (CL 1 st):
0th - Acid Splash, Detect Magic, Disrupt Undead, Read Magic,
1st - Mage Armor (DC 13), Protection From Evil (DC 13),
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STATISTICS
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Abilities: Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Feats: Eschew Materials, Skill Focus (Survival), Toughness
Skills: Acrobatics +2, Bluff +2, Climb +1, Diplomacy +2, Disguise +2, Escape Artist +2, Fly +2, Intimidate +2, Knowledge (Nature) +4, Knowledge (Planes) +6, Perception +7, Perform (Untrained) +2, Profession (Trapper) +4, Ride +2, Stealth +6, Survival +7, Survival (Follow or identify tracks) +8,
Possessions: Rapier()(), Dagger()(), Studded Leather()(), Outfit (Traveler's)()(), Belt Pouch()(), Arrow()(), Signet Ring()(), Shortbow()(),
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Asmodean Demon Hunter (Asmodeus) Raised in the church of Asmodeus (whether or not you are currently a follower), you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Bloodline Arcana Whenever you cast a spell of the summoning subschool, the creature summoned gain DR 1/evil. This does not stack with any DR the creature might have.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Celestial Bloodline Your bloodline is blessed by a celestial power, either through having a celestial relative or through divine intervention. Although this power drives you along the path of good, your fate is your own to determine.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Eschew Materials
Favored Enemy (Outsider (Evil)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Heavenly Fire (Su) You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage. This damage is divine and not subject to energy resistance or immunity. Against good creatures, this ray heals them of 1d4 points of damage. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability 5 times per day.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Created using PCGen 6.02.00 on Apr 3, 2014

PFS #108716-1