Full Name |
Selena Firebraid |
Race |
Tielfing (Oni blood) |
Classes/Levels |
Ninja 7.0 |
Gender |
Female |
Size |
Medium, 5' 9", 165 lbs. |
Age |
23 |
Special Abilities |
Darkness, darkvision |
Alignment |
CN |
Occupation |
Property Retrieval |
Strength |
11 |
Dexterity |
19 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
14 |
About Selena Firebraid
Preferred image to use: Selena's pic
Selena in darkness
Selena vanished
Selena was born from a female fire oni and an incubus. The oni raised her in seclusion.
She tends to enjoy attacking her quarry from darkness, either engulfing her target entirely or attacking with range while concealed within.
Legal for PFS via the GenCon 2011 Boon #3: Taint of the Lower Planes
Good feats: Weapon Finesse, Deft hands (day job), feat that extends range increment of shurikens (Far Shot), two weapon fighting, improved initiative, Extra Ki, Darkvision distance, Precise Shot, Deadly Aim, Shadow Strike
Good tricks: Flurry of stars, vanish
Preferred equipment: shuriken. Melee? Wazisashi? (18-20 exotic). Caltrops? Steel balls that make people trip and kill themselves on something sharp?
Masterwork thieves' tools, poison
Magic items: Cloak of elvenkind (+5 stealth), boots of elvenkind (+5 acrobatics) or boots of striding and springing (+10 ft), lens of detection. **Belt of Dex, headband of Cha** Muleback cords slotless (2000gp) - Str+8 for carrying
Skills (10): Stealth, Disable Device, Perception, Knowledge (local), Escape Artist, Acrobatics, Bluff, Sense Motive, Sleight of Hand, (Disguise), Climb
Strategy - becoming small increases stealth by +4 and attacks by +1 but doesn't decrease range or sneak attack damage...
Traits: Child of the Streets (APG) (+1 Sleight of Hand). Sczarni devotion +2 Diplomacy and +1 Knowledge (local) (PFS Guide)
Expected progression:
1 - feat Weapon Finesse
2 - ninja trick Vanishing Trick
3 - feat Point Blank Shot (prereq for Far Shot and Precise Shot)
4 - ninja trick Flurry of Stars
5 - feat Shadow Strike (or Improved Initiative)
6 - ninja trick Deadly Range
7 - feat Far Shot
8 - ninja trick Forgotten Trick
9 - feat Precise Shot
10 - ninja trick Invisible Blade
11 - feat Deadly Aim?
12 - ninja trick ??
(need TWF (or use ki pt for extra attacks) and Extra Ki in there)
Question: Is a ninja 1/rogue 1 legal? No. ninja is an alternate class of rogue so they cannot exist together.
Is Quick Draw necessary to fire 3 shuriken with the ninja trick? No. They draw like ammunition (arrows).
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PFS 1849-5
Selena is clearly not of the usual humanoid heritage. She stares with abyssal red eyes, and prominent horns extend from her brow back into her long flowing red hair. Despite her elongated stature, she moves with undeniable grace and quickness, and a silence countered only by her brash personality. For clothing, she wears wide black leather strips, wrapped around her body like a mummy.
7th level ninja
Faction Sczarni (now Exchange)
CN medium female outsider (native) (tiefling, fire oni-blood)
Init +4; Senses darkvision 60', Perception +10
Languages Common, Abyssal, Infernal, Draconic, Tian
Height 5' 9"; Weight 165 lbs
---
Spd 30 (6 squares)
AC 20 (+1 mithral chain shirt +5, Dex +5), touch 15, ff 20(15); uncanny dodge
hp 52 (8+5/level past 1st + 1/level(Con) + 1/level (favored class))
Fort +3, Ref +10, Will +2
Resist cold 5, electricity 5, fire 5
---
Melee +1 cold iron wakizashi +11 (1d6+2/18-20)
Melee sap +2 (d6 non-lethal, not proficient)
Ranged shuriken +10 (1d2)
Ranged light crossbow +10 (1d8/19-20)
Base Atk +5; CMB +6; CMD 21
Special attacks sneak attack +4d6, ki pool (5 points), no trace +2, vanishing trick, flurry of stars, shadow clone
---
Str 13, Dex 21, Con 12, Int 14, Wis 10, Cha 14
Skills (10 per level) - Acrobatics +6r+3c+5d, Bluff +6r+3c+2t+2ch, Climb +4r+3c+1s, Disable Device +7r+3c+5d+2t, Escape Artist +7r+3c+5d, Knowledge(local) +6r+2i+3c+1t, Perception +7r+3c, Sense Motive +6r+3c, Sleight of Hand +6r+3c+5d+1t, Stealth +7r+2t+3c+5d, Linguistics +1r+3c+2i (Tian), Diplomacy +7r+3c+2ch
Feats - Weapon Finesse, Point Blank Shot, Precise Shot, Far Shot
Traits - (Social) Child of the Streets (+1 Sleight of Hand), (Sczarni) I Know a Guy (+1 Knowledge (local))
XP 18, Sczarni Prestige Points 26/31
---
Equipment - +1 mithral chain shirt (2100gp, 12.5 lbs), +1 cold iron wakizashi (4370gp x1, 2 lbs), 6 shuriken (2gp, 1 lb), 10 cold iron shuriken (4gp, 1 lb), light crossbow (35gp, 4 lbs.) with 15 bolts (1gp, 1.4 lb), sap (2 lbs), belt of physical might (Str +2, Dex +2) (10000gp) (1 lb), headband of alluring charisma +2 (1 lb), clothing (1 gp, 5 lbs), potion of displacement, handy haversack (2000gp, 5 lb), 10973gp
In haversack - wand of cure light wounds (39 charges, 1 lb.), rope (silk) (10gp, 5 lbs), grappling hook (1gp, 4 lbs), masterwork thieves' tools (100gp, 2 lb), steel mirror (10gp, .5 lb), mwk wakizashi (335gp, 2 lbs.), courtier outfit (30gp), 2 blue whinnis poison (120gp each), 5 flash powder (10' radius, DC 13 Fort, blind 1 round), 4 alchemist fire, 1 alchemical silver wakizashi (-1 damage), 10 alchemical silver shuriken (-1 damage)
Encumbrance - 36.4 lbs, light load up to 50 lbs.
---
Favored class - ninja
Poison Use - no chance to poison herself
Ki Pool - 1/2 ninja level plus Cha Mod
As long as at least 1 point in ki pool, Acrobatics checks to jump are made as if with running start.
As swift actions:
- By spending 1 point, can make one additional attack at highest attack bonus (only during full attack action).
- By spending 1 point can move additional 20 feet in a round.
- By spending 1 point, gains +4 insight to Stealth for 1 round.
Ninja Trick - Vanishing Trick (Su) - as swift action, spend 1 point from ki pool to turn invisible for 1 round/level
Ninja Trick - Flurry of Stars (Ex) - as swift action, spend 1 point from ki pool before full attack to throw 2 additional shuriken at highest attack bonus. All attacks are at -2.
Ninja Trick - Shadow Clone (Su) - standard action, 1 ki point. Create 1d4 duplicates as mirror image - lasts 1 min./level, any attack that uses an attack roll must hit your AC, then roll randomly to determine what was hit (you or an image). If the attack misses your AC by 5 or less, a random image is destroyed. Touch spells will discharge on an image and destroy it. Attacks without attack rolls do not destroy images.
No trace - Increase to DC when being tracked, insight bonus to Disguise checks and bonus to Stealth when motionless for 1 round (taking no actions)
Light steps - as full round action, can move double speed across a horizontal surface without actually touching it (water, lava, rope, tree branches, caltrops, etc.). During the move, ignore difficult terrain, and no Acrobatics check required on slippery surfaces. Must end movement on surface that can support her.
Uncanny Dodge (Ex) - Does not lose Dex bonus when flat-footed or when defending against invisible enemy. Still loses Dex bonus if immobilized or a feint is successful against her.
Far Shot - only -1 penalty per full range increment
Darkness (Sp) - 1/day, range touch, 1 min/level(D), 20' radius. Causes illumination in the area to drop one step (normal to shadowy, shadowy to darkness, etc.). Darkvision penetrates it without penalty. Normal light sources (torch, lantern) do not increase the light level in an area of darkness. Magical light only increases the light level if it is a spell level that is higher than 2. Can counter a light spell of equal or lower level. (I take this to mean normal light sources and lower level magical lights are snuffed out, and more powerful light spells can brighten the area, but darkness still lowers their illumination within its radius. Apply ambient light level first, then apply non-magical light sources, then the lowest level magical light sources then darkness spells of the same level, then the higher level ones. Any light effect (except ambient) that was already applied when a darkness effect is placed is completely negated). Note: This is a spell-like ability, and hence has no verbal or somatic components, and cannot be used to counterspell or dispel.
Tiefling - +2 Dex, +2 Int, -2 Cha. Darkvision 60 feet. +2 Bluff and Stealth. darkness 1/day as a spell-like-ability, caster level = class level. resist cold 5, electricity 5 and fire 5. Languages: Begin with Common and Abyssal or Infernal. High intelligence allows also choosing from Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal and Orc.
Shuriken - range increment 10 ft (-2 per, so 25ft incurs -4 penalty), max range 50 ft. Treat as ammunition - don't need quick draw to throw multiples, destroyed if hit, recovered if miss 50% of the time.
Blue Whinnis Poison - legal from Chronicle from Feast of Ravenmoor. Injury, DC 14 Fort, 1/round for 2 rounds, effects 1 Con/unconsciousness for 1d3 hours, cure 1 save.
Feint - Bluff check, standard action. If successful, next attack denies Dex bonus to AC. DC is either 10+ opponent's BAB + opponent's Wis modifier, or if opponent is trained in Sense Motive, 10 + opponent's Sense Motive modifier, whichever is higher. Nonhumanoid targets incur a -4 penalty to the attempt. Animal intelligence (1 or 2) incurs a -8 penalty. Creature without Int scores cannot be feinted against. No AoO for the check.
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Next equipment:
(100gp) masterwork thieves' tools (+2 circumstance Disable Device, 2 lbs.)
(370gp) masterwork cold iron wazikashi, (+4000gp for first +1 enchantment)
(1100gp) mithral chain shirt (12.5 lb) (max Dex +6, won't be an issue until 8th level)
caltrops (2 lbs), thunderstones (1 lb), tanglefoot bags (4 lbs)
(1000gp) muleback cords, APG (1000gp, 1/4 lb, +8 Str carrying capacity) (shoulder)
(75gp each) drow poison - not legal
(50gp) flash powder (DC 13 blindness 1 round, 10' radius)
(120gp) 5 blue whinnis poison (DC 14 1 Con/unconscious 1d3 hours), legal from Feast of Ravenmoor
(2000gp) haversack (5 lbs)
(2500gp) cloak of elvenkind (+5 stealth, 1 lb) (can't wear with muleback cords, but could get shadow on armor for 3750gp)
(2000gp) ring +1
(2000gp) amulet +1
(4000gp) belt dex +2 (1 lb)
(4000gp) headband cha +2 (1 lb)
(4000gp) first +1 on blade
(4500gp) wand of scorching ray (with UMD, add sneak attack to ray damage)
(5500gp) boots of striding and springing (or use ki point to move an extra 20 feet)
(6000gp) second +1 on blade?
(10000gp) belt of physical might (+2 Str, +2 Dex) - str for Distance Thrower <--- might need this next actually, before 9th
-- need more fame -- (27 for 11,750gp, 36 for 23,000gp)
(20000gp) sniper goggles (requires 36 fame - 8th level?) <--- save up for these.
High level goal combo:
(done) flurry of stars (trick)
(done) vanishing trick (trick)
(10th) invisible blade (master trick) (vanishing trick = greater invisibility)
(done) point blank shot (feat) - gateway feat to precise and far shot
(done) precise shot (feat) - no -4 penalty throwing into melee
(??) deadly range (trick) - can sneak attack from 40' (sniper goggles help with this too, could be a magic item instead, then)
(done) far shot (feat) - -1 per range increment instead of -2
(9th) distance thrower (feat, Str 13) - 2 less penalty on range throws
- another trick (possibly take a combat feat, or shadow strike or improved init, deadly aim)
At 10th level can throw 4 shuriken into melee invisibly up to 40' away with no range penalty.
Notes: Trade out Deadly Aim for Extra Ki. Might need Shadow Strike for blurred opponents.
next trick: shadow clone or deadly range
next feat: far shot or extra ki (+2 Cha for 1 more pt, too)
Legal poisons for PFS (see PFS FAQ, : http://paizo.com/pathfinderSociety/faq#v5748eaic9oez, How do poisons work in Pathfinder Society Organized Play? )
(90 gp) Small centipede poison - Injury, Fort DC 11, 1/rd for 4 rounds, 1 Dex, cure 1 save
(150gp) Medium spider venom - Injury, Fort DC 14, 1/rd for 4 rounds, 1d2 Str, cure 1 save
(210gp) Giant wasp poison - Injury, Fort DC 18, 1/rd for 6 rounds, 1d2 Dex, cure 1 save
(200gp) Large scorpion venom - Injury, Fort DC 17, 1/rd for 6 rounds, 1d2 Str, cure 1 save
(250gp) Shadow essence - Injury, Fort DC 17, 1/rd for 6 rounds, 1 Str first round, 1d2 Str afterwards, cure 1 save
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current wealth 26gp
1. GenCon 2011 Boon #3: Taint of the Lower Planes (Tiefling race legal)
2. PFS 3-Intro 2: First Steps: To Delve the Dungeon Deep
1 XP and 2 Sczarni Prestige points (2/2)
Acquired +419gp
purchased courtier outfit (-30gp)
sold wakizashi (+17gp)
purchased masterwork wakizashi (-335gp)
used 1 shuriken
spent 2 prestige on wand of cure light wounds (0/2)
wealth now 71gp
3. Jestercap 4711 AR boon (bonus item)
4. PFS 3-05: Tide of Twilight
1 XP and 2 Sczarni Prestige Points (2/4)
Acquired +521gp
used 1 shuriken
used 2 charges on clw wand
wealth now 592gp
(could use drow poison, masterwork thieves' tools, thunderstones)
5. PFS 3-07: Echoes of the Overwatched
1 XP and 2 Sczarni Prestige Points (4/6)
Acquired +502gp
sold theives' tolls +15gp
bought masterwork thieves' tools -100gp
wealth now 1007gp
6. PFS 3-09: The Quest for Perfection #1: The Edge of Heaven
1 XP and 2 Sczarni Prestige Points (6/8)
Acquired +500gp
sold leather armor (+5gp)
sold wakizashi (+17gp)
bought mithral chain shirt (-1100gp)
bought cold iron masterwork wakizashi (-370gp)
bought and used sunrod (-2gp)
bought small stell mirror (-10gp)
bought light crossbow (-35gp)
bought 10 crossbow bolts (-1gp)
wealth now 11gp
7. Feast of Ravenmoor (missed 1 session)
Earned 2 XP and 3 Sczarni Prestige Points (9/11)
Acquired +825gp
Blue whinnis poison (limit 5; 120gp) now available (Fort DC 14, 1 Con/unconscious 1d3 hours)
+2 on Bluff, Intimidate and Diplonacy rolls when presenting medal in Magnimar or in an allied city
+1 saves against poisons and diseases
Wealth now 836gp
8. The Ruby Phoenix Tournament (played with old PC build rules)
Earned 3 XP and 4 Sczarni Prestige Points (13/15)
Acquired +3125gp
purchased handy haversack (-2000gp)
purchased 5 blue whinnis poison (-600gp)
purchased 5 flash powder (-250gp)
upgraded armor by +1 (-1000gp)
Wealth now 111gp
9. PFS 3-11: The Quest for Perfection #2:On Hostile Waters (played tier 4-5)
Earned 1 XP and 2 Sczarni Prestige Points (15/17)
acquired +1839gp
purchased 10 crossbow bolts (-1gp)
purchased 4 alchemist fire (-80gp)
wealth now 1869gp
10. PFS 3-13: The Quest for Perfection #3: Defenders of Nesting Swallow (played tier 4-5)
Earned 1 XP and 1 Sczarni Prestige Point (16/18)
acquired +1840gp
used 9 crossbow bolts, 2 flash powders
purchased 10 crossbow bolts (-1 gp)
purchased 10 cold iron shuriken (-4 gp)
purchased 2 flash powder (-100gp)
wealth now 3604gp
11. PFS Exclusive: The Cyphermage Dilemma (tier 4-5)
Earned 1 XP and 2 Sczarni Prestige Points (18/20)
Used 1 shuriken
Acquired +1940gp
purchased +1 on mwk cold iron wakizashi (-4000gp)
Debt of Cyphers: When in Riddleport, +2 Knowledge(arcana) and Linguistics when consult Garukaza, +2 Diplomacy to gather info
Riddleport Respect: When in Riddleport, +2 Intimidate
wealth now 1544gp
12. PFS 3-18: The God's Market Gamble (tier 4-5)
Earned 1 XP and 1 Sczarni Prestige Point (19/21)
Acquired +1575gp
used 2 flash powder
bought 2 flash powder (-100gp)
Wealth now 3019gp
Review: NASTY at tier 4-5. Play smart.
13. PFS 3-16: The Midnight Mauler (tier 3-4)
Earned 1 XP and 2 Sczarni Prestige Points (21/23)
Acquired +1278gp
used 2 blue whinnis poisons (down to 2)
bought alchemical silver wakizashi (-55gp)
bought alchemical silver shuriken (2) (-6gp)
bought sap (-1gp)
bought headband of alluring charisma (-4000gp)
Wealth noew 235gp
Spent 1 PP to remove filth fever (remove disease) (20/23)
14. PFS 3-23: Goblinblood Dead
Earned 1 XP and 2 Sczarni Prestige Points (22/25)
Acquired +1843gp
used 6 charges on clw wand
wealth now 2078gp
15. 2012 Special: Race for the Runecarved Key
Earned 1 XP and 2 Sczarni Prestige Points (22/27)
Acquired +2500gp
used 2 PP to purchase 1 potion of displacement
wealth now 4578gp
16. PFS 4-05: The Sanos Abduction
Earned 1 XP and 2 Sczarni Prestige Points (24/29)
Acquired +3215gp
wealth now 7793gp
17. PFS 4-09: The Blakros Matrimony
Earned 1 XP and 2 Sczarni Prestige Points (26/31)
Acquired +3180gp
purchased belt of physical might (Str +2, Dex +2)
wealth now 973gp
=============================
11th level build for Ruby Phoenix Tournament
82kgp, nothing over 41kgp
11th level ninja
Faction Sczarni
CN medium female humanoid (tiefling, fire oni-blood)
Init +6; Senses darkvision 60', Perception +14
Languages Common, Abyssal, Infernal, Draconic
---
Spd 30 (6 squares), light steps
AC 25 (+3 shadowy mithral chain shirt +7, Dex +6, ring +1, amulet +1), touch 17, ff 19; improved uncanny dodge
hp 80 (8+5/level past 1st + 1/level(Con) + 1/level (favored class))
Fort +5, Ref +14, Will +4; evasion
Resist cold 5, electricity 5, fire 5
---
Melee +1 cold iron wakizashi +15/+10 (1d6+2/18-20)
Ranged cold iron shuriken +14/+9 (1d2+1) (range 10', max 50', 2 less penalty, -1 per increment - no penalty at 30', -1 at 31-40', -2 at 41-50')
Ranged mwk light crossbow +15 (1d8/19-20)
Base Atk +8; CMB +9; CMD 25
Special attacks sneak attack +6d6 (+12 ranged within 30' with goggles), ki pool (6 points), no trace +3, light steps, improved uncanny dodge
---
Str 13, Dex 22, Con 12, Int 14, Wis 10, Cha 12
Skills (10 per level) - Acrobatics +11r+3c+4d, Bluff +11r+3c+2t+1ch, Climb +11r+3c+1s, Disable Device +11r+3c+6d+2t, Escape Artist +11r+3c+6d, Knowledge(local) +11r+2i+3c+1t, Perception +11r+3c, Sense Motive +11r+3c, Sleight of Hand +11r+3c+6d+1t, Stealth +11r+2t+3c+6d+5a
Feats - Weapon Finesse, Point Blank Shot, Precise Shot, Far Shot, Distance Thrower, Deadly Aim
Traits - (Social) Child of the Streets (+1 Sleight of Hand), (Sczarni) I Know a Guy (+1 Knowledge (local))
---
Equipment - +3 shadowy mithral chain shirt (13850gp, 12.5 lbs), +1 cold iron wakizashi (4370gp x1, 2 lbs), 40 cold iron shuriken (4gp, 8 lb), masterwork light crossbow (335gp, 4 lbs.) with 20 cold iron bolts (4gp, 1 lb), handy haversack (2000gp, 5 lbs), sniper goggles (20000gp), ring of evasion (25000gp), ring of protection +1(2000gp), amulet of natural armor +1(2000gp), belt of physical might (Str +2, Dex +2) (10000gp, 5 lbs), cloak of protection +1 (1000gp, ??lb), masterwork thieves' tools (100gp, 2 lb), clothing (1 gp, 5 lbs), rope (silk) (10gp, 5 lbs), grappling hook (1gp, 4 lbs), 498 gp
Alchemical items: 5 smokesticks (10' cube as fog cloud, see Smoke Bomb), 5 thunderstones (10' radius, DC 15 Fort save or deaf for 1 hour, -4 Init, 20% lose spell with verbal component), 5 flash powder (10' radius, DC 13 Fort or blind 1 round), 5 sunrods, 5 bags of caltrops, 5 tanglefoot bags (815gp total)
Encumbrance - 47 lbs?, light load up to 50 lbs.
Still night need alchemical items, mwk upgrade to crossbow, etc. (check remaining gold. is poison legal?)
---
Favored class - ninja
Poison Use - no chance to poison herself
Improved Uncanny Dodge - Never flat footed, can't be flanked (unless opponent has rogue or ninja levels at least 4 higher), don't lose Dex against invisible opponents. If immobilized or feinted against, can still lose Dex bonus.
Ki Pool - 1/2 ninja level plus Cha Mod
As long as at least 1 point in ki pool, Acrobatics checks to jump are made as if with running start.
As swift actions:
- By spending 1 point, can make one additional attack at highest attack bonus (only during full attack action).
- By spending 1 point can move additional 20 feet in a round.
- By spending 1 point, gains +4 insight to Stealth for 1 round.
Ninja Trick - Vanishing Trick (Su) - as swift action, spend 1 point from ki pool to turn invisible for 1 round/level
Ninja Trick - Flurry of Stars (Ex) - as swift action, spend 1 point from ki pool before full attack to throw 2 additional shuriken at highest attack bonus. All attacks are at -2.
Ninja Trick - Vanishing Trick (Invisible Blade) (Su) - as swift action, spend 1 point from ki pool to turn invisible (as greater invisibility) for 1 round/level
Ninja Trick - Smoke Bomb (Su) - 1 ki point as standard action, as smokestick with 15' radius effect. Centered on self or ranged attack with range increment of 20 feet. Dissipates in 10 rounds, strong wind will dissipate in 1 round. Obscures all vision past 5 feet. Those within 5 feet have concealment. (Smokestick fills 10' cube only)
Ninja Trick - Forgotten Trick (Su) - use any ninja trick for 11 rounds, paying the normal cost. 2 ki points to use this ability. Possibilities: Climb surface, Shadow clone, Smoke bomb, Ki charge.
No trace - Increase to DC when being tracked, insight bonus to Disguise checks and bonus to Stealth when motionless for 1 round (taking no actions)
Light Steps - as full round action, move at double speed, ignore difficult terrain, can walk across any surface without balance checks or falling in (lava, water, tree branches), no damage from touching hazardous surfaces.
Deadly Aim - -3 to hit/+6 to damage with ranged weapon
Darkness (Sp) - 1/day, range touch, 1 min/level(D), 20' radius. Causes illumination in the area to drop one step (normal to shadowy, shadowy to darkness, etc.). Darkvision penetrates it without penalty. Normal light sources (torch, lantern) do not increase the light level in an area of darkness. Magical light only increases the light level if it is a spell level that is higher than 2. Can counter a light spell of equal or lower level. (I take this to mean normal light sources and lower level magical lights are snuffed out, and more powerful light spells can brighten the area, but darkness still lowers their illumination within its radius. Apply ambient light level first, then apply non-magical light sources, then the lowest level magical light sources then darkness spells of the same level, then the higher level ones. Any light effect (except ambient) that was already applied when a darkness effect is placed is completely negated). Note: This is a spell-like ability, and hence has no verbal or somatic components, and cannot be used to counterspell or dispel.
Tiefling - +2 Dex, +2 Int, -2 Cha. Darkvision 60 feet. +2 Bluff and Stealth. darkness 1/day as a spell-like-ability, caster level = class level. resist cold 5, electricity 5 and fire 5. Languages: Begin with Common and Abyssal or Infernal. High intelligence allows also choosing from Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal and Orc.
Shuriken - range increment 10 ft (-2 per, so 25ft incurs -4 penalty), max range 50 ft. Treat as ammunition - don't need quick draw to throw multiples, destroyed if hit, recovered if miss 50% of the time.
I used to look at my tiefling and feel special. Now all I feel is pain and the bitter taste of betrayal.