Lann

Sam Drakenfel's page

383 posts. Organized Play character for Merck.


Race

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Alignment

N

Languages

Common, Infernal, Abyssal and Draconic

About Sam Drakenfel

PFS # 35561-5
STR 16,DEX 12, CON 14, INT 14, WIS 6, CHA 18
Kyton-Spawn Tiefling, Native Outsider
Male
Medium Size
Sorcerer, Draconic Bloodline lvl 4

COMBAT STATS
BaB +2
Init +1; Senses Perception 4, Darkvision 60ft.
CMB +5 (+2BaB +3strength)
CMD 16 (+2BaB +3strength +1dexterity +10)
Favored class Sorcerer

DEFENSE
Resistances Cold 5, electricity 5 and fire 5.
AC 14, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 natural, +1 deflection)
HP 30 (4d6+8+4)
Fort +4
Ref +3
Will +3

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Long Spear +5 (1d8+4 /x3)
Melee Claws +5 (1d4+3 /x2)
Melee Bite +5 (1d6+3 /x2)
Melee Cestus +5 (1d4+3 /19-20x2)
Melee Dagger +5 (1d4+3 /19-20x2)
Ranged L. Crossbow +3 (1d8 /19-20x2), range 80ft.
Ranged Dagger +3 (1d4+3 /19-20x2)(range 10ft)
Space 5 ft; Reach 5 ft

TRAITS
Wayang Spellhunter (Burning Hands)
Magical Knack (sorcerer)

FEATS
Spell Focus - Evocation
Spell Specialization

SKILLS
Diplomacy 6 (2Rank+4cha)
Bluff 8 (3+1Rank+4cha)
Intimidate 13 (3+4Rank+4cha+2racial)
Escape Artist 3 (1dex+2racial)
Knowledge Arcane 9 (3+4Rank+2int)
Perception 5 (3+4Rank-2wis)
Spellcraft 6 (3+1Rank+2int)

Spells:

Know

Cantrips:
Detect Magic
Read Magic
Resistance
Message
Dancing Lights
Touch of Fadigue

1st LVL:
Mage Armor
Burning Hands
Grease
Magic Missile
Air Bubble

2nd LVL:
Scorching Ray

Spells per Day
1st lvl: 7/7
2nd lvl: 4/4

Equipment:

Long Spear ( P), 1D8 dmg, crit x3, 2gp, 6 lbs, reach
Silken Cerimonial Armor (+1/-/-/0%), 45gp, 4 lbs
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Light Crossbow (P), 1D8 dmg, crit 19-20 x2, reach 80ft, 35 gp, 4lbs
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
5x Trail Rations, 0.15gp, 3 lbs
Bolts x40
Wand of Infernal Healing - 39/50 charges
Wand of Shield - 45/50 charges
Page of Spell Knowledge: Air Bubble 1000gp
Scroll Box 50gp
Ring of Protection +1, 2000gp
Cloak of Resistence +1, 1000gp
Belt of Giant Strength +2, 4000gp

Money spent:$
Money left:$210
Total equipment weight:
Equipment carried on his body:
Equipment carried on backpack:

Class Features:

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Draconic Bloodline:

Bloodlines Arcana:
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodlines Powers:
Claws (Su):
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex):
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Tiefling's Racial Traits:

Ability Score Racial Traits: Kyton Spawn tieflings gain +2 Con, +2 Cha, and –2 Wis.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Kyton Spawn tieflings gain a +2 racial bonus on Escape Artist and Intimidate checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Backstory:

Sammuel does not know he was actually born in the Worldwound. Sold into slavery as a child he grew up as a servant to the noble houses of Egorian. Since the arcane heritage in his blood manifested earlier during childhood he was often assigned special tasks which granted him privileges over the other slaves. They resent him for it and Sam learned quick to keep mostly to himself. Before joining the Pathfinders freedom was a concept he had never experienced and didn't really understand.

His last owner proved to be the most interesting one. Paracountess Zarta Dralneen has yet to stop astonishing the sorcerer. In a daring she conscripted Sam into an organization called The Pathfinder Society as her agent. As the tiefling slowly climbed the ladder inside the society he learned about companionship, cooperation and eventually conquered the freedom to make his own choices joining the Scarab Sages to study under Tahonikepsu. Yet he still have good relations, and some devotion, to Dralneen.