About Talia Fireskin
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Talia Fireskin
Tiefling trickster 1/warlock 1/gestalt 1 (New Paths Compendium Expanded 57, 63, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 9 (1d8+1)
Fort +3, Ref +6, Will +3; +1 vs. devil's mind-affecting
Defensive Abilities guarded weapon +2; Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee bonded dagger +5 (1d4/19-20)
Ranged dread bolt +4 touch (1d6 force)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—darkness
Trickster Spells Prepared (CL 1st; concentration +3)
. . 1st (2/day)—mage armor, stone shield[ARG]
. . 0 (at will)—detect magic, ghost sound (DC 13), mage hand, prestidigitation
Warlock Spells Prepared (CL 1st; concentration +3)
. . 1st (2/day)—ears of the city, infernal healing[ISWG]
. . 0 (at will)—mending, message, spark[APG] (DC 13)
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Statistics
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Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 14
Base Atk +0.75; CMB +0; CMD 14
Feats Weapon Finesse
Traits charming, diabolist raised, unscathed
Skills Artistry (Dance) +7, Artistry (Singing) +7, Bluff +8 (+9 vs. characters who could be attracted to you), Diplomacy +6 (+7 vs. characters who could be attracted to you), Disable Device +11, Lore of Society +7, Lore of Cosmology +7, Perception +5, Profession (courtesan) +5, Sense Motive +5, Stealth +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Chelaxian, Draconic, Halfling, Infernal
SQ occult bargain, pass for human, trapfinding +1, warlock's bond
Combat Gear flame ink, permanent[ARG]; Other Gear backpack, courtesan's kit[ACG], courtier's outfit, entertainer's outfit, fashionable accessories, masterwork thieves' tools, trail rations (10), trickster starting spellbook, weapon cord[APG], wrist sheath, spring loaded, 114 gp, 9 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dread Bolt (1d6, 60 ft.) (Su) Fire bolt of dark energy as ranged touch attack.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Guarded Weapon +2 (Ex) Gain bonus equal to your Charisma modifier to disarm and sunder CMD and transmutation effects vs. your bonded weapon.
Occult Bargain Must invoke patron entities name to regain spells each day.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Warlock's Bond (Su) Have bond with weapon that stores spells.