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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+2 points of electricity damage You can use this ability 7 times per day.
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.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.
Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Kerrdremak:
Male Kobold adept 3
None small humanoid (reptilian, reptilian)
Init +1; Senses Darkvision (60 ft.), Perception +6,
Languages Draconic
AC 13, touch 12, flat-footed 12
hp 13 (3HD)
Fort +3, Ref +2, Will +5
Weaknesses Light Sensitivity,
Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +0; CMD 11
Abilities Str 10, Dex 13, Con 11, Int 10, Wis 15, Cha 12
Special Qualities Crafty, Familiar, Light Sensitivity,
Feats Alertness, Combat Casting, Simple Weapon Proficiency
Skills Acrobatics +1, Bluff +1, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +3, Heal +7, Intimidate +1, Perception +6, Perform (Untrained) +1, Ride +1, Sense Motive +4, Spellcraft +5, Stealth +5, Survival +7,
Crafty (Ex) Craft (Traps) and Stealth are always class skills for a kobold.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Kobold Warrior:
Male Kobold warrior 1
None small humanoid (reptilian, reptilian)
Init +1; Senses Darkvision (60 ft.), Perception +5,
Languages Draconic
AC 15, touch 12, flat-footed 14
hp 5 (1HD)
Fort +2, Ref +1, Will -1
Weaknesses Light Sensitivity,
Speed 30 ft. (6 squares)
Melee spear (small) (two handed) +1 ((two handed) 1d6-1/x3)
Ranged spear (small/thrown) +3 (1d6-1/x3)
Ranged sling (small) +3 (1d3-1)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB -1; CMD 10
Crafty (Ex) Craft (Traps) and Stealth are always class skills for a kobold.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Winter, animal companion from Darkmoon Vale thread:
Medium Animal (Tiger)
Perception +2
Initiative +7
AC 14 = +1 [natural]+3 [dexterity]
hp 24 (3d8+3)
Saves F4 R6 W3
Elven Illusionist (favored) 3
Neutral
Init +2: +2 [dexterity]
Senses Perception +2
Low-light Vision
Speed 30 ft
Daily Abilities
Blinding Ray (Standard action; Fire a shimmering ray at any foe within 30' as ranged touch attack; Target of 3HD or less is blinded for 1 round. Target of more than 3HD is dazzled for 1 round.) 5/6 uses remaining
+2 racial bonus to concentration when casting defensively
+2 racial bonus to spell penetration to overcome spell resistance
Prepared spells:
Dancing Lights
Detect Magic
Mage Hand
Open/Close
Charm Person (1st, DC 14)
Color Spray (1st, DC 15) (used)
Disguise Self (1st, DC 15)
Ventriloquism (1st, DC 15)
Minor Image (2nd, DC 16)
Minor Image (2nd, DC 16)
Mirror Image (2nd)
DEFENSE
AC 12, touch 12, flat-footed 10 (Dex +2)
CMD 13 (10, BAB +1, Dex +2)
hp 19 (3d6 [wizard]+0 [Con]+2 [favored]) wounds 0
Save
Fort +1: [+1 wizard, +0 ability, +0 magic]
Ref +3: [+1 wizard, +2 ability, +0 magic]
Will +3: [+3 wizard, +0 ability, +0 magic]
+2 racial saving throw bonus against enchantment spells and effects
Languages Common, Elven, Gnoll, Gnome, Goblin, Orc
Combat Gear:
Other Gear (carried):
Encumbrance 36.0 lb
Light Load 38
Medium Load 39 - 76
Heavy Load 77 - 115
References: Elven Racial Traits+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
References: Alternate favored class bonusElven Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.