Jeraxis Erdagan
Human (Cheliaxian) Sorcerer (Ghoul Bloodline) 1
LN Medium Humanoid (Human)
Init +8; Perception -1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 11 (1d6+1+1+3)
Fort +4, Ref +2, Will +2
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Offense
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Speed 30 ft.
Ghoulish Claws: +2 1d4 x2
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Statistics
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Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials (Sor); Toughness (Human); Weapon Finesse (1)
Traits: Reactionnary, Focused Mind
Skills: Bluff +8 (1r), Spellcraft +5 (1r), Knowledge (Arcana) +6, Stealth +6, Use Magic Device +8 (1r)
Languages Common, Aklo, Undercommon
Combat Gear
Gear
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Special Abilities
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Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Favored Class: Sorcerer
Bloodline: Ghoul
Skill: Stealth
Arcana: Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.
Ghoulish Claws (Su) Starting 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 using your full base attack bonus. Each of these attacks deals 1d4 points of damage + your Strength modifier (1d3 if you are Small). At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fort negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
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Spells
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Concentration: +5 (+7 Defensively)
Spells Known:
Cantrips: Detect Magic, Touch of Fatigue, Daze, Read Magic
1st: Mage Armor, Enlarge Personn
Spells/Day:
1st: 3(+1) = 4