About Trade Prince Charr
Charr
Male ifrit fighter (mobile fighter) 1/oracle 2
LN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 26 (3 HD; 2d8+1d10+6)
Fort +4, Ref +3, Will +3
Resist fire 5
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Offense
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Speed 40 ft.
Melee fire-forged steel scimitar +6 (1d6+3/18-20) or
. . mwk cold iron light mace +6 (1d6)
Ranged javelin +5 (1d6)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—burning hands (DC 14)
Oracle Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—bless, burning hands (DC 14), inflict light wounds (DC 14), magic weapon
. . 0 (at will)—detect magic, light, read magic, spark[APG] (DC 13), stabilize
. . Mystery Flame
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Statistics
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Str 11, Dex 17, Con 14, Int 10, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Dervish Dance[ISWG], Extra Revelation[APG], Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +6 (+10 to jump), Diplomacy +7, Knowledge (planes) +5, Knowledge (religion) +5, Perform (dance) +8, Spellcraft +4
Languages Common, Ignan, Infernal
SQ fire in the blood, fire-forged steel, oracle's curse (tongues), revelations (cinder dance, molten skin), wildfire heart
Combat Gear potion of blur, wand of cure light wounds (50 charges), alchemist's fire (2); Other Gear lamellar (leather) armor, fire-forged steel scimitar, javelin (3), mwk cold iron light mace, bandolier, bedroll, belt pouch, iron unholy symbol of Moloch, masterwork backpack, scroll box, trail rations (10), waterskin, 2,329 gp, 4 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Tongues (Infernal) You can only understand and speak one language in combat.
Wildfire Heart +4 racial bonus on initiative