Sunlord Thalachos

Meram's page

1 post. Organized Play character for JustJacqui.


Full Name

Meram

Race

Ifrit

Classes/Levels

Sorcerer 1; HP 6/6; AC 13; CMD 13; Fort +0; Reflex +2; Will +3; Init +2

Gender

Male

Size

Medium

Age

64

Special Abilities

Darkvision 60ft; Burning Touch;

Alignment

Chaotic Neutral

Deity

None

Location

Kessan

Languages

Common, Ignan, Elven

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=716809

Strength 13
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 12
Charisma 15

About Meram

Traits and Drawback:
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.

Benefits You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Criminal You spent your early life robbing and stealing to get by.

Benefits Select one of the following skills: Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Free Spirit You respect the freedom of others to speak as they will. Your rough-and-tumble youth taught you that everyone deserves a chance to say her piece. After all, you can always simply choose to ignore the speaker.

Benefit(s) You gain a +1 trait bonus on saving throws against language-dependent and effects with the sonic descriptor. In addition, the DC to Intimidate you increases by 2.

Pride You can’t abide challenges to your dignity, authority, or honor.

Effect When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Racial Abilities:
Ability Score Racial Traits Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Type Ifrits are outsiders with the native subtype.

Languages Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Energy Resistance: Ifrits have fire resistance 5.

Spell-Like Ability (Sp) Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).

Fire Affinity Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.

Darkvision Ifrits can see perfectly in the dark up to 60 feet.

Feats:
Level 1 - Magical Aptitude You are skilled at spellcasting and using magic items.

Benefit You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Basics
Ifrit Sorcerer (Elemental Bloodline) 1
CG medium outsider (native)
Init +2; Darkvision 60ft
Perception +1

Defense
AC 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
HP 14 (1d6 +1 max first level ) (favored class bonus witch is HP) (toad) (toughness)
Fort +0, Ref +2, Will +3

Offense
Speed 30ft
Melee Morningstar (1d8/x2)
Ranged Light Crossbow (1d8/19-20x2) Range 80ft

Statistics
Str 13, Dex 14 (+2), Con 10, Int 12, Wis 12 (-2), Cha 15 (+2)
Base Attack +0, CMB +1, CMD 13
Feats Magical Aptitude
Skills (3 a level) K. Arcana, Sleight of hand, Spellcraft
Languages Common, Ignan, Elven

Spells Known
Cantrips/0-level
Spark; Mending; Prestidigitation; Read Magic

1st Level (3/day)
Touch of Gracelessness; Lighten Object

Bloodline
3 + Cha mod per day Elemental Ray (Sp) - 1d6 fire +1 every 2 levels (standard action, targeting any foe within 30 feet as a ranged touch attack.)

Racial – Ifrit
1/day Burning Hands (Sp) - 1d4 per CL (15 ft cone)

Equipment, items, currency
Money – 8sp
Weapons/Armor Light Crossbow, 20 bolts, Morningstar, Padded Leather