Relevant boons
- Elemental Ancestry (Air) #1: You may play a Sylph character.
- Paragon of the Society #1 [0/3]: You may add a +4 luck bonus on any d20 roll before it is made, or a +2 after making the roll but before knowing if it is successful. Cross this boon after the third use.
- Yagevna family #7: +2 Diplomacy on Irrisen when mentioning the Yagevna family and how you helped them.
- Chelish Embasy boon #9: The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
- Andoren Embassy boon #9: The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
- Inner Struggle #10: Cross the boon when failing a save against a mind-affecting compulsion effect. Get stunned 1 round but can repeat the save at the end of it.
- Debt of Cyphers #12: Rescued Hirako Gurukaza. When in Riddleport, can check with him to get a +2 on Knowledge (arcana) and Linguistic checks. Your connections give you a +2 Diplomacy on all gather information checks at Riddleport.
- Riddleport Respect #12: +2 Intimidate while at the City of Cyphers.
- Shadow Lodge signet #13: +4 circumstance Disguise bonus to masquerade as a Shadow Lodge agent (150 gp).
- Gloomspire Explorer #16 [ ]: While adventuring in the Gloomspires (Sevenfingers’s tomb), you get +2 on Perception. Checking the box you gain the bonus on any one scenario.
Faction Journal Cards
#7, #11, # Free slaves, captives or hostages
#13 Defy local tradition to help your mission
#8, #10, #12, #, # GM the scenario
[dice=ray+PB (touch, precise shot)]1d20+8+1[/dice]
[dice=Ray of Enfeeblement Str damage+PB]1d6+2[/dice] For DC 16 for half
[dice=Scorching Ray electrical damage+PB]4d6+1[/dice]
[dice=Elemental Ray electrical damage+PB]1d6+2+1[/dice]
STATS Str 5, Dex 18, Con 14, Int 14, Wis 7, Cha 20
Ability increase: +2 Dex/+2 Cha/-2 Str racial, +1 Dex 4th, +2 Cha item
Base Atk +2; CMB -2 (2 BAB, -3 Str, -1 size)CMD 12 (10, 2 BAB, -3 Str, 4 Dex, -1 size) Feats Eschew Materials, Point-Blank Shot, Precise Shot, Weapon Focus (ray)
Traits Scholar of the Great Beyond: +1 trait bonus on K. history and K. planes, and K. history is always a class skill.
Magical Lineage: When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Skills: (4x5=20) Acrobatics +6 (4 Dex, 2 racial), Appraise +2 (2 Int, class), Bluff +11 (5 Cha, 2 rank, 3 class, 1 competence), Climb -1 (-3 Str, 2 racial), Craft (Alchemy) +6 (2 Int, 1 rank, 3 class), Diplomacy +6 (5 Cha, 1 competence), Disguise +5 (5 Cha), Escape Artist +4 (4 Dex), Fly +6 (4 Dex, class, 2 size), Handle animal +6 (5 Cha, 1 rank), Heal -2 (-2 Wis), Intimidate +9 (5 Cha, 1 rank, 3 class), K. arcana +8 (2 Int, 3 rank, 3 class), K. history +8 (2 Int, 2 rank, 3 class, 1 trait), K. planes +8 (2 Int, 2 rank, 3 class, 1 trait), Linguistics +3 (2 Int, 1 rank), Perform (Untrained) +5 (5 Cha), Ride +4 (4 Dex), Sense Motive -2 (-2 Wis), Sleight of Hand +4 (4 Dex), Spellcraft +8 (2 Int, 3 rank, 3 class), Stealth +8 (4 Dex, 4 size), Survival -2 (-2 Wis), Swim -3 (-3 Str), Use Magic Device +12 (5 Cha, 4 rank, 3 class), Concentration +10 (5 Cha, 5 level)
Languages Common, Halfling, Goblin, Auran, Draconic
SQ Bloodline Arcana, Cantrips, Elemental Bloodline (Air), Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon and Armor Proficiency, Weapon Familiarity, Elemental resistance
Favoured class (sorcerer): 5xHP
SPECIAL ABILITIES Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage +½ levels (1d6+2). You can use this ability 8 times per day.
Eschew Materials Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Weapons
darkwood light crossbow, 375 gp 4 lbs
bolts x10, 1 gp 1 lbs
silver bolts x10, 21 gp
cold iron dagger, 4 gp 1 lbs
Worn
cold outfit, 8 gp
scholar's outfit, 0 gp 2 lbs
cloak of resistance +2, 4000 gp
scroll case, 1 gp 0.5 lbs
headband of alluring charisma +2, 4000 gp
mithral buckler, 1005 gp (0% arcane failure)
handy haversack, 2000 gp 5 lbs