Halfling

Perfire Ridal's page

877 posts. Alias of Bahbrahb.


Race

| Focus: 1 | Spells: DC 21 | Attack +11 | 3rd 3/3 | 2nd 4/4 | 1st 3/4 |

Classes/Levels

Skills Arcn +11 Crft +9 Dcptn +11 Dplmcy +11 Merc +9 Occlt +11 Scty +9 Stlth +10

Gender

NG | Halfling Sorcerer | AC 20 | HP 41/41 | Fort +10 | Ref +10 | Will +12 | Hero Points 0 | Perc: +10

About Perfire Ridal

Perfire Ridal
Halfling Sorcerer 5
NG, Small, Halfling, Humanoid
Perception +10
Languages Common, Elvish, Halfling, Infernal
Skills Arcana +11 Crafting +9 Deception +11 Diplomacy +11 Mercantile +9 Occultism +11 Society +9 Stealth +10
[dice=Arcana]1d20+11[/dice]
[dice=Crafting]1d20+9[/dice]
[dice=Deception]1d20+10[/dice]
[dice=Diplomacy]1d20+11[/dice]
[dice=Mercantile]1d20+9[/dice]
[dice=Occultism]1d20+11[/dice]
[dice=Society]1d20+9[/dice]
[dice=Stealth]1d20+10[/dice]
Str 8 (-1)
Dex 16 (+3)
Con 12 (+1)
Int 14 (+2)
Wis 16 (+3)
Cha 19 (+4)
Other Items sling, longspear, club, peasant's outfit, sling bullets 16, backpack, bedroll, belt pouch, signal whistle, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, bioluminescent fungus sample, scroll of glitterdust (plus materials to add to spellbook), 76gp 7 sp 7 cp
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AC 20;
Fort +10; [dice=Fortitude]1d20+6[/dice]
Ref +10; [dice=Reflex]1d20+8[/dice]
Will +12; [dice=Will]1d20+10[/dice]
HP 41
Focus Points 1
Hero Points 1
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Speed 25 feet
Melee club [dice=club]1d20+6[/dice]
[dice=Damage-bludgeoning]1d6-1[/dice]
longspear [dice=longspear]1d20+6[/dice]
[dice=Damage-piercing]1d8-1[/dice]

Ranged sling [dice=sling]1d20+10[/dice]
[dice=Damage-bludgeoning]1d6+1[/dice],

Arcane Spontaneous Spells DC 21 attack +11

3rd haste (signature), hypnotic pattern, paralyze

2nd acid arrow (signature), dispel magic, invisibility, resist energy, water breathing (4 slots)

1st color spray, magic missile, magic weapon, sleep (signature) (4 slots)

Cantrips (1st) detect magic, light, mage hand, prestidigitation, telekinetic projectile

Spellbook

3rd haste (signature), hypnotic pattern, paralyze

2nd acid arrow , blur, comprehend language, darkvision, dispel magic, invisibility, mirror image, see invisibility, resist energy, water breathing

1st ant haul, burning hands, color spray, floating disk, grease, mage armor, magic missile, magic weapon, sleep

Cantrips (1st) detect magic, electric arc, light, mage hand, prestidigitation, read aura, shield, telekinetic projectile

Focus Spells ancestral memories

Feats Observant Halfling, Halfling Luck, Bargain Hunter, Quick Identification, Counterspell, Arcane Sense, Recognize Spell, Arcane Evolution, Shared Luck

Other Abilities

Spoiler:

Halfling Luck
Frequency once per day
Trigger You fail a skill check or saving throw.
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

Shared Luck
You are evidence that it’s lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it’s worse than their first roll. If you have Guiding Luck, you can’t use Guiding Luck’s effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally.


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Backstory:
Spoiler:

Perfire Ridal was born into slavery somewhere in Western Cheliax and was eventually trained to work for an alchemist. Perfire toiled for most of his life, creating alchemical items alongside his master's other Halfling slaves. Business for his master began to slow and he was forced to sell all of his slaves, except for Perfire.

Hearing of an open market in Thornkeep, Perfire's master closed up shop, secured a loan and began the journey Northeast. Their wagon was attacked by bandits somewhere in Ustalav and his master was killed. Perfire bargained for his life by mixing the bandits some antitoxins and tanglefoot bags. Amused by the Halfling, the bandits freed Perfire and left him with some minor supplies to survive on. Perfire used what he was left and his abilities as an alchemist's assitant to earn passage to Fort Inevitable.

It was during this time that his arcane powers manifested. Left to fend for himself on the road, Perfire discovered he could tap into magical reserves in times of stress and began experimenting until he had nominal control over these abilities. He also discovered that the ring his master used to mark his slaves somehow acted as a focus for his magic. When he attempted to his this reminder of his life of toil and hardship he felt disconnected from the arcane reservoir inside himself.

Once at the Hell-Knight run settlement, Perfire feared being outed as a slave who may not be entirely legally free. He sought employment that would take him away from potentially being forced back into slavery and heard rumors of a spire in the forest rife with treasure and opportunity.


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Description:
Spoiler:

Perfire stands just over 3 feet tall and has a wiry frame covered by the too-big, worn clothing of a child peasant. His friendly face is deeply tanned from his time on the road and the life of a slave has worn early lines into his features. His dishwater blond hair lightly fuzzes the top of his head, not being forced to shave bald since his liberation.