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Allyssa "Ally" Vaughn LN
Character Name Alignment
Rouge 1
Character Level
Iffret S
Race Size
Female 60
Gender Age
3ft 30
Height Weight
Black Fire
Hair Eyes
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
11 +0 N/A +0
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
12 +1 N/A +1
Int
Intelligence
18 +4 N/A +4
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
17
fire 5,
0
Initiative
Dex
Modifier
+8
+4
+4
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
22
+3
+0
+4
Size
Natural
Deflection
Misc
+1
+0
+4
+0
Touch
19
Flat Footed
18
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +4 +0 CON +1 +0 +3 +0
Reflex +10 +2 DEX +4 +0 +4 +0
Will +2 +0 WIS +1 +0 +1 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
-1 +0 +0 +0 -1
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
26 10 +0 +0 +4 -1 +13
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30ft
-
-
-
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +8 (DEX)  +4 +1 +3
  Bluff +7 (CHA)  +3 +1 +3
  Climb +3 (STR)  +0 +1 +2
  Diplomacy +7 (CHA)  +3 +1 +3
  Disable Device* +10 (DEX)  +4 +1 +5
  Disguise +2 (CHA)  +3 +0 -1
  Escape Artist +7 (DEX)  +4 +1 +2
  Fly +4 (DEX)  +4 +0 +0
  Heal +1 (WIS)  +1 +0 +0
  Intimidate +3 (CHA)  +3 +0 +0
  Knowledge: Arcana +4 (INT)  +4 +0 +0
  Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
  Knowledge: Local +4 (INT)  +4 +0 +0
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
  Perception +4 (WIS)  +1 +1 +2
  Ride +4 (DEX)  +4 +0 +0
  Sense Motive +5 (WIS)  +1 +1 +3
  Stealth +8 (DEX)  +4 +1 +3
  Survival +1 (WIS)  +1 +0 +0
  Swim +0 (STR)  +0 +0 +0
  Use Magic Device* +2 (CHA)  +3 +0 -1
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +5 (INT)  +4 +1 +0
  Knowledge: Engineering +4 (INT)  +4 +0 +0
  Knowledge: Geography +4 (INT)  +4 +0 +0
  Knowledge: History +4 (INT)  +4 +0 +0
  Knowledge: Nobility +4 (INT)  +4 +0 +0
  Linguistics* +4 (INT)  +4 +0 +0
  Sleight of Hand* +10 (DEX)  +4 +1 +5
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
dose not know how to swim.
Feats

1. Deft Hands
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Special Abilities

1. Efreeti Magic Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

2. Darkvision 60ft is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

3.Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Traits

1.Fiery Glare (Ifrit)
You are able to use your unearthly nature to frighten others.
Benefit(s): You can always take 10 on Intimidate checks, even in combat.

2.Unflappable Arrogance (Ifrit)
You laugh in the face of your aggressors.
Benefit(s) The DC to demoralize you with the Intimidate skill increases by 5. If an opponent’s Intimidate check would be high enough to cause you to become demoralized for more than 1 round, you are instead demoralized for only 1 round.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Light Cross Bow/5/19-20x2/Peirce/80ft/Bolt/1d6 +
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Studded Leather/+3/Light /-1/0/10/n\a

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies
[block: she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not)]
[block: this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap]
[block: not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. See Precision Damage & Critical Hits FAQ for more information.   2.Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.]

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

MissPhyer.

System

Pathfinder 1e

Statblock Type

Character Sheet

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