| Full Name |
Lance Corporal Dismaz |
| Race |
Tiefling |
| Classes/Levels |
Ftr-3 |
| Gender |
M |
| Size |
M |
| Age |
64 |
| Special Abilities |
Faultspawn, Scaled Skin, Prehensile Tail. |
| Alignment |
NG |
| Location |
Riddleport |
| Languages |
Common, Infernal |
| Occupation |
Soldier |
| Strength |
15 |
| Dexterity |
16 |
| Constitution |
14 |
| Intelligence |
7 |
| Wisdom |
14 |
| Charisma |
12 |
About LCPL Dismaz
LCPL Dismaz
Male Tiefling (Asura-Spawn) fighter 3
NG Medium outsider (native, asura-spawn)
Init +3, Senses darkvision (60 ft.); Perception +2
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DEFENSE
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield, )
hp 31 ((3d10)+9)
Fort +5, Ref +4, Will +4, +1 Will vs. fear
Resistances cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 30 ft.
Melee masterwork dagger +6 (1d4+2/19-20)
Ranged masterwork dagger (thrown) +7 (1d4+3/19-20), within 30 ft. +8 (1d4+3)
Melee masterwork axe (throwing) +6 (1d6+2)
Ranged masterwork axe (throwing/thrown) +7 (1d6+3), within 30 ft. +8 (1d6+3)
Melee masterwork lucerne hammer +6 (1d12+3)
Ranged longbow (composite/+2) +6 (1d8+2/x3), within 30 ft. +7 (1d8+3)
Innate Spell-Like Abilities hideous laughter (DC 13,1/day),
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TACTICS
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Every night, sharpen all melee weapons and arrowheads with whetstone, and apply weapon blanch.
Carry assorted collection of different blanched arrows; melee weapons, always adamantined.
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STATISTICS
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Str 15, Dex 16, Con 14, Int 7, Wis 14, Cha 12,
Base Atk +3; CMB +5; CMD 18
Feats Additional Traits, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff +2, Climb +6, Stealth +2, Survival +7, Use Magic Device +6,
Traits Armor Expert, Dangerously Curious, Indomitable Faith,
Languages Common, Infernal
SQ armor training, asura-spawn spell-like ability, bonus feats, bravery, darkvision, fiendish language, fiendish resistance, fiendish sorcery,
Combat Gear Wand of Cure Light Wounds (50 charges), Wand of Magic Missile (50 charges), rations (trail/per day) (2), adamantine weapon blanch, cold iron weapon blanch, silver weapon blanch,
Other Gear outfit (cold-weather), mithral shirt +1, belt (belt), darkwood buckler +1, backpack, masterwork, climber's kit, flint and steel, rope (silk/50 ft.) (2), wandermeal (per day) (5), waterskin (filled), weapon blanch (ghost salt), sack, sack, wrist sheath, masterwork dagger, belt pouch, wayfinder, masterwork axe (throwing), masterwork lucerne hammer, longbow (composite/+2), arrows (20), arrow, blunt (20), bedroll, blanket (winter), coffee beans (per lb.) (2), coffee pot, mess kit, pot (iron), shovel, common, snowshoes, sugar (per lb.) (2), 775.95 gp
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SPECIAL ABILITIES
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Asura-Spawn Skilled Asura-Spawn tieflings have a +2 racial bonus on Appraise and Knowledge (local) checks.
Asura-Spawn Spell-Like Ability Asura-Spawn tieflings can use hideous laughter 1/day as a spell-like ability.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Language: Infernal
Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Tiefling (Asura-Spawn)