Tirkala Wren
Sorcerer/5;
AC: 13;
HP: 22/22;
F: +1,
R: +2,
W: +4;
Init: +1;
Perc: +10
CN Medium Humanoid (Half-elf)
Deity: None
Init +1;
Senses Low-Light Vision; Perception +10 (racial +2)
XP:
Fame: 29
Prestige: 22
Hero Points: 2
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DEFENSE
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AC 13, touch 12, flat-footed 12 (+1 Dexterity, +1 deflection, +1 natural armor)
hp 22
Current: 22/22
Fort +1,
Ref +2,
Will +4
Defensive Abilities Energy Resistance (fire) 5
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OFFENSE
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Speed 30 ft.
Melee Dagger +1 (1d4-1)
Ranged Masterwork light crossbow +3 (1d8)
Special Attacks Claws +1 (1d4-1, 7 rounds per day max, magic vs. DR)
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STATISTICS
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Str 8 (-1),
Dex 12 (+1),
Con 10 (+0),
Int 16 (+3),
Wis 10 (+0),
Cha 19 (+4)
Base Attack +2;
CMB +1;
CMD +12
Feats Eschew Materials, Skill Focus (Diplomacy), Combat Casting, Silent Spell, Still Spell
Traits Classically Schooled, Fast-Talker
Prestige titles: Intense Student (Title, 2 PP) (Diplomacy), Sage (Title, 5 PP) (Knowledge (arcana))
Skills Bluff [5] +13, Diplomacy [5] +14, Knowledge (arcana) [5] +11, Perception [5] +10 (racial +2, draconic bloodline class skill), Profession (innkeeper) [5] +8, Spellcraft [5] +12
Languages Common, Elven, Kellish, Draconic, Dwarven
Combat Gear Dagger, Masterwork Light Crossbow, 30 bolts, Ring of Protection (+1), Ring of Sustenance, lesser metamagic want of Extend Spell
Other Gear Explorer's Outfit, Cold Weather Outfit, Courtier Outfit, Traveler's Outfit
Coin:
PP:
GP: 121
SP:
CP:
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SPECIAL ABILITIES
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes.
Spells: Sorcerers cast arcane spells.
Cantrips: Sorcerers learn a number of cantrips, or
0-level spells. These spells are cast like any other spell, but they
do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as
a bonus feat at 1st level.
Draconic Bloodline: Grants Perception as a class skill, certain other bloodline abilities, certain spells. Draconic ancestor is a brass dragon.
Bonus Spells: mage armor (3rd), resist energy (5th)
Claws (Su): Starting at 1st level, you can grow claws as
a free action. These claws are treated as natural weapons,
allowing you to make two claw attacks as a full attack
action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5
against your energy type and a +1 natural armor bonus.
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SPELLS
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Spells Per Day
1: 7
2: 5
Spells Known
0: Detect magic, read magic, light, flare, resistance, mending
1: Comprehend languages, identify, magic missile, shield, mage armor (bloodline spell)
2: Acid arrow, scorching ray, resist energy (bloodline spell)