Halfling

Telos Downshot's page

653 posts. Organized Play character for PaleDim.


Race

| HP 26/26 | AC 18 t15 ff15 resist electricity 10 | CMB +1 CMD 14 | F+3 R+6 W+7 | Init+5 | Perc+3 SM+1

Classes/Levels

| Speed 20' | Elemental Ray 5/8 | Spells 1st 8/8; 2nd 5/6; 3rd 3/4 | Active conditions: none

Gender

Male Halfling Air Elemental Sorcerer 6

About Telos Downshot

Male halfling air elemental sorcerer 6
CG Small humanoid (halfling)
Init +5; Senses Perc +3, SM +1

PFS Summary:

PFS # 272301-11
Experience 15
Faction The Exchange
Wealth 3537 GP, 5 SP, 16 PP 24 Fame

Defense:

AC 18, touch 15, flat-footed 15 (+3 armor, +1 deflection, +1 size, +3 DEX)
HP 26 (6d6)
Fort +3, Ref +6, Will +7; +2 vs. Fear
Energy Resistance electricity 10

Offense:

Speed 20'
Melee longspear +3 (1d6-1 P, ×3, reach, brace)
Ranged touch elemental ray +8 (1d6+4 electricity, 30')
or disrupt undead, point blank +8 (1d6+1, 30')
or disrupt undead +7 (1d6, 35')
or ray of frost, point blank +8 (1d3+1 cold or electricity, 30')
or ray of frost +7 (1d3 cold or electricity, 35')
or alchemist's fire +8 (1d6+1 fire, 10')
Ranged sling +7 (1d3-1 B, cold iron, 50')
or sling, point blank +8 (1d3 B, cold iron, 30')
Spell-Like Abilities elemental ray (8/day)
Sorcerer Spells Known (CL 6; concentration+11 [+15 when casting on the defensive or while grappled])
3rd (4/day): lightning bolt (DC18)
2nd (6/day): flaming sphere (fire or electricity; DC17), invisibility, scorching ray (electricity)
1st (8/day): burning hands (electricity; DC16), expeditious retreat, grease (DC16), magic missile, shield
0th (at will): detect magic, disrupt undead, light, message, open/close, ray of frost (cold or electricity), read magic

Tactics / Bot Me:

[dice=Perception]1d20+3[/dice]
[dice=Sense Motive]1d20+1[/dice]

Entering a new room, approaching a new door, or interesting/suspicious object Scan with detect magic
[dice=knowledge (arcana), identify auras]1d20+9[/dice]
[dice=spellcraft, identify effects/properties]1d20+10[/dice]

Look for traps
[dice=Perception, check area/chest/door for traps]1d20+3[/dice]

[dice=Perception]1d20+3[/dice]
[dice=Sense Motive]1d20+1[/dice]

Before Combat Casts shield to improve defense
With Shield spell active AC 22, touch 15, flat-footed 19
During Combat Send a flaming (or electrical) sphere down a passage
[dice=Fire or Electricity damage, DC17 reflex negates]3d6[/dice]
or Electrical ("burning") hands over a coned area
[dice=Electricity damage, DC16 reflex halves]5d4[/dice]
or Attacks with elemental rays
[dice=Elemental ray attack vs touch AC]1d20+8[/dice] [dice=Electricity damage]1d6+4[/dice] Range 30'
or Attacks with alchemist's fire
[dice=Alchemist's fire attack vs touch AC]1d20+8[/dice] [dice=Fire damage]1d6+1[/dice] [dice=splash Fire damage]1+1[/dice] [dice=if it misses, it lands...]1d8[/dice] Range 10', splash damage 2, victim takes fire damage one additional round
or Attacks with magic missile
[dice=Force damage, missile 1 vs TARGET]1d4+1[/dice]
[dice=Force damage, missile 2 vs TARGET]1d4+1[/dice]
[dice=Force damage, missile 3 vs TARGET]1d4+1[/dice]
or Attacks undead with disrupt undead
[dice=disrupt undead vs touch AC]1d20+7[/dice] [dice=damage]1d6[/dice] Range 35'
[dice=disrupt undead, at point blank vs touch AC]1d20+8[/dice] [dice=damage]1d6+1[/dice] Range 30'
or Attacks with ray of frost
[dice=Ray of frost vs touch AC]1d20+8[/dice] [dice=Cold or Electricity damage]1d3+1[/dice] Range 30'
or Attacks with sling if cold iron weapon is required
[dice=sling attack]1d20+7[/dice] [dice=B damage, cold iron]1d3-1[/dice] Range 50'
[dice=sling attack, point blank]1d20+8[/dice] [dice=B, cold iron]1d3[/dice] Range 30'
or Attacks with longspear if cornered or otherwise in close range
[dice=longspear attack]1d20+3[/dice] [dice=P damage]1d6-1[/dice] x3, reach, brace
After Taking Heavy Damage Use wand of cure light wounds and retreat to safe distance before continuing ranged attacks.

Statistics:

Str 8, Dex 16, Con 10, Int 10, Wis 12, Cha 20
Base Atk +3; CMB 1; CMD 14
Feats combat casting, eschew materials, point-blank shot, precise shot
Traits classically schooled, reactionary
Languages Common, Halfling
SQ bloodline (elemental [air]), fearless, halfling luck, keen senses, sure-footed, weapon familiarity
Skills knowledge (arcana) +9, spellcraft +10, use magic device +14; Racial Modifiers acrobatics +2, climb +2, perception +2, stealth +4; Armor Check Penalty 0

Gear:

Combat Gear cold iron sling bullets (17), alchemist's fire (2), antitoxin (vial), wand of cure light wounds (45), wand of mage armor (44), wand of magic weapon (48), Oil of Daylight
Other Gear longspear, sling, backpack, bedroll, belt pouch, flint and steel, trail rations (7 days), waterskin, bracers of armor +3, ring of protection +1

Special Abilities:

Alchemist's Fire You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Classically Schooled (trait) Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Combat Casting You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Elemental Ray (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex) At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Eschew Materials You can cast many spells without needing to utilize minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Point-Blank Shot (Combat) You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat) You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Reactionary (trait) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Boons:

[_] Righteous Redemption Thanks to your work bringing a lost hero’s legacy to light, key leaders in the
crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies.
Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one
of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser
restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed;
a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an
effective resale value of 0 gp.

[_][_][_] 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.

Image of Imminent Opportunity Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you gain a +2 bonus on any single initiative check or attack roll, applied before the roll is made. You may use this boon once per dungeon level within the complex.

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.

Magnimarian Debt The many wealthy and influential attendees of the auction for the Runecarved Key, some of them who bid actively against the Pathfinder Soceity for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving - or restoring. When you would pay for the casting of a raise dead, resurrection or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle Sheet.

Formidable Renown Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of 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.

Explore, Report, Cooperate (The Confirmation) 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 of five words or less. Once you use this boon, cross it off the Chronicle sheet.

Friend of Janira Gavix (The Confirmation) 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.

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 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 effect 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.

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.