Sunlord Thalachos

Fyl Imal's page

87 posts. Organized Play character for djpika.


Classes/Levels

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

About Fyl Imal

Fyl Imal
Male Ifrit sorcerer 1
None Medium outsider (native)
Init +7, Senses darkvision (60 ft.); Perception +5
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 8 ((1d6)+2)
Fort +2, Ref +3, Will +2

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OFFENSE
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Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged dagger (thrown) +3 (1d4-2/19-20)
Ranged sling +3 (1d4-2)
Special Attacks Elemental Ray 7/day (1d6 fire),
Innate Spell-Like Abilities burning hands (DC 15,1/day),

Sorcerer Spells Known (CL 1st; concentration +5)
1st(4/day)-burning hands(DC 16), mage armor(DC 15)
0th(at will)-detect magic, light, prestidigitation(DC 14), read magic(DC )

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TACTICS
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STATISTICS
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Str 7, Dex 16, Con 14, Int 12, Wis 10, Cha 18,
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Spell Focus (Evocation)
Skills Knowledge (Arcana) +5, Perception +5, Spellcraft +5,
Traits Seeker,
Languages Common, Ignan, Varisian
SQ bloodline arcana (change energy damage spells to fire), bonus sorcerer bloodline bonuses, cantrips, elemental bloodline, fire affinity, spell-like ability, spells, weapon and armor proficiency,
Combat Gear
Other Gear dagger, traveler's outfit, wrist sheath, spring loaded, sling bullets (10), sling, 142.9 gp
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SPECIAL ABILITIES
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Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire.

Bloodline Powers One of the four elements infuses your being, and you can draw upon its power in times of need. You must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element.

Bonus Sorcerer Bloodline Bonuses Sorcerer: Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline (Ultimate Magic 67) that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Darkvision

Elemental Bloodline The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Elemental Bloodline ~ Bonus Spells

Elemental Ray (Sp) 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 fire points of damage. You can use this ability 7 times per day.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Fire One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element. Fire is associate with the Fire energy type and the base movement type (+30 feet base speed).

Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spell-Like Ability (Ex) Burning Hands 1/day.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. 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 14 + the spell level.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Wildfire Heart (Ex) Gain a +4 racial bonus on initiative.