Charr

Charr 
Male Ifrit Fighter (Mobile Fighter) 1/Oracle 1 
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 19 (1d10+1d8+4) 
Fort +4, Ref +3, Will +2 
Resist oracle's curses (tongues), fire 5 
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Offense 
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Speed 30 ft. 
Melee javelin +0 (1d6) and 
. . sickle +4 (1d6) 
Spell-Like Abilities 
. . 1/day—burning hands (DC 14) 
Oracle Spells Known (CL 1st; concentration +4): 
1st (4/day)—bless, inflict light wounds (DC 14), magic weapon 
0 (at will)—detect magic, light, spark (DC 13), stabilize 
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Statistics 
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Str 11, Dex 17, Con 14, Int 10, Wis 8, Cha 17 
Base Atk +1; CMB +1; CMD 14 
Feats Dervish Dance, Weapon Finesse 
Traits indomitable faith, reactionary 
Skills Acrobatics +5, Intimidate +7, Knowledge (planes) +4, Knowledge (religion) +4, Perform (dance) +8, Spellcraft +4 
Languages Common, Ignan, Infernal 
SQ fire in the blood, mysteries (mystery [flame]), revelations (molten skin), wildfire heart 
Other Gear lamellar (leather) armor, javelin (3), sickle, backpack, masterwork, bandolier, bedroll, belt pouch, scroll box, trail rations (10), unholy symbol, iron, waterskin, 1547 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
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