male serpentfolk fighter 2/sorcerer 3
NE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft., scent; Perception +13
AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 92 (10 HD; 5d10+20+2d10+8+3d6+12+3)
Fort +11, Ref +11, Will +10; +1 vs. fear
Defensive Abilities bravery +1, Immune mind-affecting effects, paralysis, poison; SR 20
Speed 30 ft.
Melee +1 shotel +11/+6 (1d8+2, 19–20/×3), bite +4 (1d6 plus poison)
Ranged dart +14 (1d4+1) or +1 composite longbow [+1 Str] +15 (1d8+2, 20/x3)
Special Attacks claws (1d4+1, 8 rounds/day)
Spell-Like Abilities (CL 4; concentration +9)
- At will—veil (DC 21), ventriloquism
- 1/day—blur, dominate person (DC 20), major image (DC 18), mirror image, suggestion (DC 20)
Sorcerer Spells Known (CL 3; concentration +8)
- level 1 (7/day)—burning hands (DC 16), mage armour, magic missile, unseen servant
- cantrips—bleed (DC 15), detect magic, flare (DC 15), ray of frost, read magic
Bloodline draconic (red)
Str 13, Dex 23, Con 19, Int 18, Wis 13, Cha 20
Base Atk +8; CMB +14; CMD 25
Feats Agile Maneuvers, Combat Reflexes, Eschew Materials, Exotic Weapon Proficiency (shotel), Great Fortitude, Improved Critical (shotel), Iron Will, Weapon Focus (shotel)
Skills Acrobatics +15, Bluff +9, Craft (alchemy) +13, Disguise +12 (+22 with veil), Escape Artist +12, Fly +10, Intimidate +9, Knowledge (arcana) +13, Linguistics +6, Perception +13, Spellcraft +13, Stealth +18, Use Magic Device +15
Languages Aklo, Azlanti, Draconic, Necril, Polyglot, Taldane, Undercommon; telepathy 100 ft.
SQ bloodline arcana
Gear wand of cure light wounds (50 charges), scroll of remove disease (2), scroll of lesser restoration (2), +1 shotel, darts (10), +1 composite longbow [+1 Str], 35 arrows, camulatz feathers
Favoured Class sorcerer (hit point)
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.
Combat Quick Reference
First Choice Private Baalam feels most comfortable with magic, He’ll start by casting mage armour, then use burning hands to attack. The mage armour spell gives him a +4 bonus to his armour class. The burning hands spell creates a 15 foot cone that deals 2d4 damage to each person caught in it. They can reduce the damage by half if they succeed at a DC 16 Reflex saving throw.
Second Choice If forced to fight at range, Private Baalam uses his longbow. He has +15 to hit with it, and it deals 1d8+2 points of damage.
Last Choice If forced to retreat, Private Baalam will move as quickly as he can without drawing any additional attacks.
Baalam has red scales. He believes (somewhat heretically) that serpentfolk with dragon ancestry are genetically superior, and that the higher percentage of dragon ancestry the better. He also has complicated views about which types of dragon are better than others, and as one with red dragon ancestry feels honoured to be among the best. He is particularly scornful of degenerate serpentfolk, and feels no hesitation to throw away their lives if that would benefit him.
Baalam has spent most of his life underground, looking for other noblecast serpentfolk. He spent a couple years living among a civilization of ghouls, and thought he was getting on well with them but ultimately barely escaped with his life.
He was happily exploring his magical heritage when he got drafted, after which High Priest Vyr-Azul forced him into martial training. Baalam resents being forced to become a sword-wielder, and looks forward to the excitement being over so that he can go back to exploring underground passages.
Private Baalam was one of only three survivors of his last squad (along with Private Ekaha-Ow and Private Cachi-Ooitil), when they fought a desperate engagement against some undead. His current captain, Het-Kiril, was part of the group that came in after them and destroyed everyone who had threatened them.
Private Baalam was recently made an acting corporal. He immediately used his newfound rank to bully the degenerates assigned to his squad.
March 23 Corey
July 18 Patrick