Halfling

Telos Downshot's page

1,045 posts. Organized Play character for PaleDim.


Race

| ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3

Classes/Levels

| Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

Gender

male halfling sorcerer (elemental air) 10

Occupation

☐☑

About Telos Downshot

Male halfling sorcerer 10
CG Small humanoid (halfling)
Init 9; Senses Perception +3
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 20 (+4 armor, +3 deflection, +3 Dex, +2 natural, +1 size)
hp 42 (10d6)
Fort 4, Ref 7, Will 9; +2 vs. fear
Resist electricity 20
--------------------
Offense
--------------------
Speed 20 ft.
Ranged sling +9 (1d3-1 B)
Bloodline Spell-Like Abilities (CL 10th; concentration +15)
. . 8/day—elemental ray (1d6+5 electricity)
. . 1/day—elemental blast (10d6 electricity, DC 20)
Sorcerer Spells Known (CL 10th; concentration +15)
. . 5th (4/day)—wall of force
. . 4th (6/day)—dimension door, elemental body I, greater invisibility
. . 3rd (7/day)—dispel magic, fireball (DC 19), lightning bolt (DC 19), protection from energy
. . 2nd (7/day)—flaming sphere (DC 18), invisibility, scorching ray (electricity), see invisibility, web (DC 17)
. . 1st (8/day)—burning hands (electricity) (DC 17), expeditious retreat, grease, magic missile, ray of enfeeblement (DC 16), shield
. . 0 (at will)—arcane mark (at will), detect magic (at will), disrupt undead (at will), light (at will), mage hand (at will), message (at will), open/close (at will) (DC 15), ray of frost (at will), read magic (at will)
. . Bloodline Elemental (air)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 10, Wis 12, Cha 21
Base Atk +5; CMB 3; CMD 19
Feats Combat Casting, Eschew Materials, Improved Initiative, Point-Blank Shot, Precise Shot, Spell Focus (evocation), Weapon Focus (ray)
Traits classically schooled, reactionary
Skills Acrobatics +5 (+1 to jump), Climb +1, Knowledge (arcana) +13, Perception +3, Spellcraft +14, Use Magic Device +18; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Combat Gear extend metamagic rod, scroll of lesser restoration (2), wand of cure light wounds, wand of mage armor (34 charges), wand of magic weapon (48 charges), alchemist's fire (2); Other Gear sling with 17 cold iron sling bullets, amulet of natural armor +2, bracers of armor +4, ring of protection +3, backpack, bedroll, belt pouch, flint and steel, spell component pouch, trail rations (7), waterskin, 21,412 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Blast (10d6 electricity, 1/day, DC 20) (Sp) As a standard action, deal dam in 20 ft. burst up to 60 ft. away (Ref half).
Elemental Ray (1d6+5 electricity, 8/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Electricity (20)
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
--------------------
Ranged Touch
--------------------
Ranged +9
Weapon Focus (Ray) +10
Point-blank Shot (+1 hit/damage)
--------------------
Boons
--------------------
Formidable Renoun Word of the defeat of the cultists of Lissala and your tenacity in the face of the the relentless onslaught of the summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. You receive this wayfinder for free. Furthermore, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
[_] Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative
(opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase off five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend Jananira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
No Stranger to the City (Qadira Faction) The Trade Prince Aaqir al’Hakam has turned his gaze upon Kaer Maga, and he quickly draws on available research to ensure you are well acquainted with the City of Strangers. You gain a +2 bonus on Knowledge (local) checks regarding Kaer Maga, and can make such checks even if untrained. You may cross this boon off your Chronicle sheet to reroll a single Bluff, Diplomacy, or Intimidate check made to influence a citizen of Kaer Maga.
Unidentified Unguent You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of a 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet, but you take 1d2 points of Dexterity damage when the effects ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
[_][_][_] Worthy Foe Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated.

First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.

Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.

Bones: You gain the benefits above against undead creatures.
Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.
Scoundrels: You gain the benefits above against humanoids with the human subtype.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.
[_][_][_] Aiyana’s Ally 1 See Aiyana
[X] Returned from Shadow 1 Check the box that precedes this boon after you cross out the Shadowbound boon off of this Chronicle sheet. When this box is checked, you gain a permanent +1 competence bonus on all saving throws made to resist negative energy effects or disbelieve illusions.
[_][_][_][_] Aiyana’s Ally 2 See Aiyana
[X] Returned from Shadow 2 Check the box that precedes this boon after you cross out the Shadowbound Stage 1 boon. When the box next to this boon is checked, you gain a permanent +1 competence bonus on all saving throws made to resist ability drain or death effects.
--------------------
Background
--------------------
*His father made him study constantly, almost as if he didn't have his innate talent
*After childhood, he discovers that he has an older brother that his parents concealed from him because he wasn't capable of pursuing the path their father wanted for a son. They sent him away to live with a willing family at an undisclosed location. Telos has never forgiven his parents for this.
--------------------
Personality
--------------------
Friendly, confident, a bit arrogant. He likes to show off his power a bit when the time is right.
--------------------
Appearance
--------------------
A fairly youthful face, lean build.