DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 13 (4d8)
Fort +4, Ref +7 (improved evasion), Will +3 (use master's if higher)
OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1 (use master's); CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +4, Swim +10
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
SPECIAL ABILITIES:
Arcane Bond (Ex or Sp):At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
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.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Trapfinding (Ex): You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
BACKGROUND:
"Blazes. Imagine if I'd been content with what I had..."
Sarai Shae was a Lady once, but is now nothing more than a burglar.
Though only of minor nobility herself, Sarai married an immensely wealthy, much older human noble with a merchant empire and a taste for exotic-looking women. Living as an aristocrat in Magnamar, she found herself discontent and always searching for something more. No matter the wealth and opulence she had, it wasn't enough. Her husband soon became gravely ill, and without the parties and balls, she started to steal from luxury shops out of boredom, despite wealth beyond her wildest imagination. Eventually, she began to break into the mausoleums as a hobby. Always fascinated with magic, she would search for magical items or relics and kept them in a secret stash in her room.
This lasted only until she was caught. Usually blessed with a cat-like sixth sense that almost told her what would happen before it did, authorities captured her with a small fortune in valuables as she exited a mausoleum. After spending a month in prison, her husband died just as she was put on trial. Enough was enough for the court, and she was held responsible not only for the thefts she had committed, but for many unsolved cases. In exchange for her freedom, the court confiscated the immense riches she would have inherited from her husband, and Sarai was left destitute.
Now she wanders among highwaymen and mercenaries alike to make a living. She has just recently arrived in Riddleport, here for several reasons. First, things were too hot in Magnamar, and she had to get away. She couldn’t stand to see what she had lost. But knew a few people in Riddleport that might help her get back on her feet. Sarai's first cousin, Lavender Lil, made Riddleport her home. She had let Sarai know there were employment opportunities in Riddleport, including at the Gold Goblin, a local tavern. Perhaps a drink would distract the local rabble enough that she could nip a purse or two. A Lady has to start somewhere.
Sarai is an athletic and shapely tiefling. Though she is resigned to her new lot in life, she still speaks like a baroness. Her tail slinks back and forth in a mesmerizing fashion.
Appearance
Personality
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Acquisition and Adventure
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness - Apathetic, Phlegmatic
b. Core Traits
i. Outlook:
ii. Integrity:
iii. Impulsiveness:
iv. Boldness:
v. Agreeableness:
vi. Interactivity:
vii. Conformity:
4. Secondary Personality Traits
a. Sense of Humor
b. Favorite Topics of Conversation
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks
Level Progression:
Level 1: Class Taken: Rogue
Class Feature Gained: sneak attack, trapfinding
Hit points Gained: 1d8, +1 Con
Skill Points (8 +3 int +2 background): acrobatics (1), appraise (1), bluff (1), climb (1), diplomacy (1), disable device (1), escape artist (1), knowledge (arcana)(1), knowledge (local)(1), perception (1), sleight of hand (1), stealth (1), swim (1)
Feats: point blank shot
Level 2: Class Taken: Wizard
Class Feature Gained: arcane bond, arcane school, cantrips, scribe scroll
Hit points Gained: 1d6, +1 Con, +1 favored
Skill Points (2 +3 int +2 background): disable device (1), escape artist (1), knowledge (arcana)(1), knowledge (nobility)(1), perception (1), sleight of hand (1), stealth (1)
Level 3: Class Taken: Wizard
Class Feature Gained: Hit points Gained: 1d6, +1 Con, +1 favored
Skill Points (2 +3 int +2 background): disable device (1), escape artist (1), linguistics (1), perception (1), sleight of hand (1), spellcraft (1), stealth (1)
Feat: precise shot
Level 4: Class Taken: Wizard
Class Feature Gained: Hit points Gained: 1d6, +1 Con, +1 favored
Skill Points (2 +3 int +2 background): disable device (1), escape artist (1), knowledge (arcana)(2), linguistics (1), perception (1), sleight of hand (1)
Ability Score Increase: Dex
* add UMD with +2 headband of vast intellect
*down a point in stealth (can add one)
Dice:
Scouting protocol, 30' ahead
[dice=stealth]1d20+12[/dice]
[dice=perception (additional +1 vs. traps)]1d20+10[/dice]
[dice=knowledge (arcana)]1d20+9[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=knowledge (local)]1d20+7[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=snowball (ranged touch, point blank shot)]1d20+5+1;4d6+1[/dice] [ooc]If hits, DC 14 Fort or staggered for 1 round.[/ooc
*Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage
*accomplished sneak attacker-Your number of sneak attack dice cannot exceed half your character level (rounded up).