Full Name |
Sasha Crask |
Race |
Tiefling (Grimspawn) |
Classes/Levels |
Rogue (Scout) 1 |
Gender |
Female |
Size |
Medium |
Age |
23 |
Alignment |
NG |
Location |
Belkzen |
Strength |
12 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
12 |
About Sasha Crask
SASHA CRASK
Female Tiefling (Daemon-Spawn) rogue 1, NG medium outsider (native)
Init +4; Senses Darkvision (60 ft.), Perception +5,
Languages Common, Draconic, Infernal, Orc
AC 17, touch 14, flat-footed 13, hp 9 (1HD)
Fort +1, Ref +6, Will +0, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Resistances Cold 5, Electricity 5, Fire 5,
Speed 30 ft. (6 squares)
Ranged crossbow, light +4 (1d8/19-20)
Melee cold iron dagger +1 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20)
Melee silver dagger +1 (1d4/19-20)
Ranged silver dagger (thrown) +4 (1d4/19-20)
Melee cold iron rapier +1 (1d6+1/18-20)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 15
Atk Options Sneak Attack 1d6,
Special Actions
Racial Spell-Like Abilities: death knell ( DC 13, 1/Day)
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 12
Special Qualities Fiendish Resistance, Fiendish Sorcery, Skilled, Spell-Like Ability, Trapfinding,
Feats Two-Weapon Fighting
Skills
*Acrobatics +7,
Appraise +2,
*Bluff +5,
*Craft (Painting) +6,
Diplomacy +1,
*Disable Device +10,
Disguise +1,
*Escape Artist +7,
Fly +3,
Intimidate +1,
*Knowledge (Dungeoneering) +6,
*Knowledge (Local) +6,
*Perception +5, Perception (Trapfinding) +6,
Ride +3,
*Sense Motive +4,
*Sleight of Hand +9,
*Stealth +7,
Swim +4,
Possessions explorer's outfit; studded leather armor; thieves' tools; cold iron rapier; Light Crossbow ; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Backpack, Common [ Survival Kit (Common); Winter Blanket; Bedroll; Mess Kit; Grooming Kit; ]; Belt Pouch [ Whetstone; String (50 ft.); Soap; Waterproof Bag (x2); ]; Waterproof Bag ;
Artifact Hunter (Spellcraft) +1 bonus on Spellcraft checks to identify the properties of magic items and on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 51% chance that you recognize the artifact and know its name, origin, and something of that artifact's powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM's discretion.
Daemon-Spawn (Grimspawn) Enthralled by death and appearing ill and malnourished even if healthy, these tieflings are tied to the daemons of Abaddon.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled Grimspawn have a +2 racial bonus on Disable Device and Sleight of Hand checks.
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.
Spell-Like Ability Grimspawn gain death knell as a spell-like ability.
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.