FFlar Melruth

A half-elven sorceror


Fflar Melruth
Half-Elf Sorcerer 1
CG Medium Humanoid (elf, human)
Hero Points 1
Init 1; Senses low-light vision; Perception 2
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20
Fort +2, Ref +1, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 20 ft.
Melee Quarterstaff -1 (1d6-1/x2)
Ranged Light crossbow +1 (1-8/19-20/x2)
Sorcerer Spells Known (CL 1):
1 (4/day) Mage Armor, Magic Missile
0 (at will) Ray of Frost, Daze (DC 13), Read Magic, Jolt
Str 8, Dex 13, Con 14, Int 11, Wis 11, Cha 16
Base Atk 0 CMB -1 CMD 10
Feats Combat Casting, Eschew Materials, Skill Focus (Knowledge [arcana])
Traits Ease of Faith
Skills Acrobatics -2 (-6 jump), Climb -4, Diplomacy 4, Escape Artist -2, Fly -2, Intimidate 7, Knowledge (arcana) 7, Perception 2, Ride -2, Stealth -2, Swim -4; Racial Modifiers +2 Perception
Languages Common, Elven
SQ bloodlines (infernal), corrupting touch (1 rds) (6/day), elf blood, hero points
Other Gear Crossbow bolts (30), Light crossbow, Quarterstaff, Grappling hook, Rope, Sorcerer’s kit, Weapon cord, 101 GP, 9 SP
Combat Casting +4 to Concentration checks to cast while on the defensive.
Corrupting Touch (1 rds) (6/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 1 round.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities plus 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infernal plus 2 DC on Charm spells.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Weapon cord Attached weapon can be recovered as a swift action.


FFlar Melruth

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