Male Tiefling (High beastbrood) Sorcerer 3
LE Medium Outsider (Native)
Init: +2 Senses: Perception +9
Age:79 Height:6ft.in Weight:200 lb
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DEFENSE
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AC 16, Touch 12, Flat-footed 14 (+2 Armour, +2 Dex, +0 Shield, Natural Armour +2, Misc +2)
Hp 18(3d6+6)
Fort +5, Ref +5, Will +5
Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5.
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OFFENSE
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Speed
30ft land speed.
Melee
..+1 cold iron Estoc +4 (2d4+2)(18-20/x2)
..Silver Dagger +3 (1d4+0)(19-20/x2)
..Claw +3 (1d4) or -2 (1d4) 7 rounds.
Ranged
..Light Crossbow +3(1d8)(19-20/x2) 80ft, 10 bolts
..Jolt +3 (1d3) 25ft
Sorcerer spells known:(CL 3; Concentration +7)
..1st (6/day): Colour Spray (DC 15), Burning hands, Shield.
..0 (at will): Prestidigitation, Detect Magic, Spark, Jolt, Ghost sound.
Bloodline: Rakshasa
Bloodline Spells:Disguise self (3rd)
Spell-like abilities (CL 3st)
..1/day-Disguise Self, 1/day-Alter Self (medium only), 1/day False life (CL 5).
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STATISTICS
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Str 12, Dex 15, Con 14, Int 14, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 14
Traits
..Child of the Temple: +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and Knowledge religion is always a class skill for you.
..Eyes and Ears of the City: +1 trait bonus on Perception checks, and Perception is always a class skill for you.
..Quick Learner: +1 additional skill point at each level.
..Urban Native: You treat Knowledge (Local) as a class skill. After one week in any given location you gain a +1 trait bonus to Knowledge (Local) checks for that area.
Drawback
..Righteous Indignation: Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.
Feats
Bonus feat
..Weapon finesse
Feats from class
..Eschew materials
Feats from levels
..Armor of the pit
..weapon proficiency Estoc.
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Skills
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Class skills
..Bluff +9 (Ability +4, Rank +2, Class +3)
..Diplomacy +5 (ability +4, Rank +1)
..Disguise +6 (Ability +4, Rank +0, Class +0, Racial +2)
..Fly +2 (Ability +2, Rank +0, Class +0)
..Intimidate +4 (Ability +4, Rank +0, Class +0)
..Knowledge Arcana +8 (Ability +2, Rank +3, Class +3)
..Knowledge Local +9 (Ability +2, Rank +3, Class +3, Trait +1)
..Knowledge planes +5 (Ability +2, Rank +3)
..Knowledge Religion +10 (Ability +2, Rank +2, Class +3, Racial +2, Trait +1)
..Perception +9 (Ability +0, Rank +3, Class +3, Trait +1, Misc +2)
..Sense motives +5 (Ability +0, Rank +3, Class +0, Racial +2)
..Spellcraft +8 (Ability +2, Rank +3, Class +3)
..Stealth +4 (Ability +2, Rank +0, Class +0, Misc +2)
..Use magic device +8 (Ability +4, Rank +1, Class +3)
Background skills
.. Knowledge history +7 (Ability +2, Rank +2, Class +3)
.. Sleight of hand +7 (Ability +2, Rank +2, Class +3)
Non-Standard Skill Bonuses Languages Common, Infernal, Draconic, Kelish.
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GEAR/POSSESSIONS
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Combat Gear: Spring-loaded Silver dagger, Light crossbow, Quarterstaff, 2 vials of acid, potion of cure light wounds, Thunderstone, Spring-loaded Wand of Mage Armor (16 charges), Silken ceremonial robes(colours are orange and black), Dancing scarves, 4 alchemist fires in metal flasks.
Worn Gear: Sorcerer robes, Backpack, Belt Pouch, Minor Bag of Holding, Akorian's Necklace, Silken ceremonial robes(colours are orange and black).
Inventory:Scrolls of Comprehend Language (2),Scroll of Detect Secret Doors, Scroll of Glitterdust, Scrolls of Identify (2), Scroll of Mount, Scroll of Rope Trick, Bedroll, Candles (5), Chalk (5 pieces), Flint and Steel, Ink, Inkpen, Ioun Torch, Journal, Magnifying Glass, Mess Kit, Scroll Box, Silk Rope (50 ft.), Trail Rations (5), Waterskin, 2lbs of Tobacco.
Carrying Capacity Light 43 lb. Medium 86 lb. Heavy 130 lb.
Current Load Carried 30 lb.
Coins Pp:0 Gp:1351 Sp:4 Cp:0
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OTHER INFORMATION
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Favored Class Bonuses
1st — +1 skill point.
2nd — +1 skill point.
3rd — +1 skill point.
Special Abilities:
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SPECIAL ABILITIES
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Racial abilities:
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Tieflings have a base speed of 30 feet
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Disguise and Sense Motive checks.
Enhanced Spell-like ability: Tieflings can use detect thoughts once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level. When a tiefling uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible.
Spell-like ability: Tieflings can use alter self (medium size only) once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Class features
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.
Rakshasa Bloodline
The rakshasa of the east consider other creatures two
things: prey and toys. Your existence proves one of
your ancestors was considered the latter and lived long
enough to bear children for the decadent monsters.
Bloodline Arcana:
When you cast one of
your rakshasa sorcerer
bloodline spells you
gain SR equal to 11 + your
character level for a number of rounds equal to ¼ your
sorcerer level.
Bloodline Powers: You bear the mark of the
rakshasa. This does not mean you are evil by nature,
but you are most happy when on the hunt. The
stronger you get, the deadlier you become.
Claws (Ex): At 1st level you can grow claws
as a free action. These claws are treated as natural
weapons, allowing you to make two claw attacks as
a full attack action using your full base attack bonus.
Each of these attacks deals 1d4 points of damage plus
your Strength modifier (1d3 if you are Small). At 5th
level these claws are considered magic for the purpose
of overcoming damage reduction At 7th level, the
damage increases by one step to 1d6 (1d4 if you are
Small). At 11th level, the threat range of your claws
increases by 1. This stacks with the Improved Critical
feat. You can use these claws for a number of rounds
per day equal to 3 + your Charisma modifier. These
rounds do not need to be consecutive.