Klaidingo Satyris
Male Tiefling (Grim Spawn) Wood Wizard 1
CN Medium outsider (native)
Init +3; Senses darkvision, perception 0
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Defense
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 15 (2d6+4+2)
Fort +2, Ref +3, Will +3
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Offense
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Speed 30 ft. (27 lbs light load)
Melee:Club +1 damage 1d6+0 crit x2
Ranged:
Special: Splintered Spear +4 damage 1d6+4 crit x2
Wizard Spells Known (CL 1):
1 (3/day) Mage Armor (DC 16), endure elements (DC 15), Shield (DC 15), grease (DC 16), infernal healing (DC 16) feather fall (DC 15) magic missile (DC 15)
0 (3) All spells but metal aka mending
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Statistics
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Str 10, Dex 16, Con 15*, Int 18, Wis 10, Cha 8
*flexible enhancement
Base Atk 0; CMB 0; CMD 13
Feats Spell Focus (Conjuration), Armor of the pit
Traits Beast Bond, Chillblight Emissary
Skills Acrobatics +4, Appraise +4, Bluff -1, Climb 0, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +3, Handle Animal +5, Heal 0, Intimidate -1, Knowledge (Arcana) +9
Knowledge (Nature) +9, Linguisitcs +8, Perception 0, Ride +4, Sense Motive 0, Spellcraft +9, Stealth +3, Survival +2, Swim 0
Languages Common, Abyssal, Infernal, Draconic, Elven, Goblin, Sylvan
SQ DR 1/cold Iron, cold 5, electricity 5, fire 5
Combat Gear Wizards kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Club, spellbook (8 pages used), Ioun torch, silk rope (50ft), grappling hook, Wand of magic missile (49/50), spring loaded wrist sheath.
1564 gp
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Special Abilities
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Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Darkvision: Tieflings see in the dark for up to 60 feet.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Beast Bond: You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (Handle animal) is always a class skill for you.
Chillblight Emissary: You have spent considerable time at Chillblight, but have escaped this unearthly fey outpost. You gain DR 1/cold iron but become sickened for 1 round if damaged by a cold iron weapon.
Arcane Bond: ring
Wood Magic: At 1st level, add the following spells to your wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants
Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Armor of the Pit: You gain a +2 natural armor bonus.
Spell focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.
6 FAME / 4 Prestige