XP 4 800

Femelle race bonus language ~ modern human language young tiefling (demon-spawn) sorcerer 9

CN Medium outsider (native, demon-spawn)

Init +1; Senses darkvision 60 ft., Perception +0


AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)

hp 68 (9d6+26)
Fort +7, Ref +5, Will +7, +4 vs. poison, As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects.

Resist fire 5

Speed 30 ft.
Ranged keros oil (flask) +6 (1d3)
Melee dagger (alchemical silver) +10 (1d4+4/19-20)
Ranged dagger (alchemical silver/thrown) +6 (1d4-1/19-20)
Melee longspear (two handed) +10 ((two handed) 1d8+7/x3)
Melee mace, heavy +10 (1d8+5)

Space 5 ft.; Reach 5 ft.

Innate Spell-Like Abilities: shatter ( DC 18, 1/day) Wayfinder Spell-Like Abilities: light (at will)
Known Sorcerer Spells (CL 9th, concentration +15):

4th (5/day)—monstrous physique ii, summon monster iv, stoneskin

3rd (7/day)—heroism, monstrous physique i, vampiric touch, rage

2nd (8/day)—alter self, detect thoughts(DC 18), mirror image, see invisibility, bull's strength

1st (8/day)—break(DC 17), charm person(DC 17), chill touch(DC 17), comprehend languages, vanish, cause fear(DC 17)

0 (at will)—acid splash, detect magic, detect poison, mage hand, message, read magic, spark(DC 16), touch of fatigue(DC 16)

Str 20, Dex 12, Con 14, Int 9, Wis 10, Cha 22
Base Atk +4; CMB +9; CMD 20

Feats Additional Traits, Arcane Strike, Augment Summoning, Eschew Materials, Power Attack, Spell Focus (Conjuration), Weapon Focus (Claw)

Skills Fly +9 , Intimidate +18 , Knowledge (Planes) +3 , Use Magic Device +10

Languages Abyssal, Common

SQ abyssal bloodline, bloodline arcana, cantrips, claws, demon resistances, demon-spawn spell-like ability, fiendish language, fiendish sorcery, resistance to fire 5, scaled skin (fire), strength of the abyss, vestigial wings

Combat Gear scroll (touch of the sea), scroll of liberating command, allnight, keros oil (flask), night tea (10), tindertwig, torch, antitoxin (vial), potion (touch of the sea/wizard/1st); Other Gear keros oil (flask), dagger (alchemical silver), longspear, mace, heavy, shifter's headband (cha) +2, amulet of mighty fists (frost), cloak of resistance +1, robe of arcane heritage, belt of mighty constitution +2, wand of shield, ioun stone (magenta prism - cracked), wayfinder (pathfinder society discount), ioun stone, pale green prism - cracked ~ attacks, wand of infernal healing, wand of mage armor, mask of the tiger’s eye, outfit (scholar's), scroll case, wrist sheath, spring loaded, wrist sheath, spring loaded, belt pouch, coin (copper piece) (9), coin (silver piece) (6), backpack, masterwork, crowbar, courtier's outfit, hot weather outfit, rope (silk/50 ft.), spear-thrower, waterskin (filled), cat (hunting), dog (guard)



Abyssal Bloodline Some time ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring ruin to those around you.

Attuned to the Citysong Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Beast Bully You have learned how to exploit the fear felt by creatures of the natural world when they sense the shadow in your soul. You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal.

Bloodline Arcana Whenever you cast a spell of the summoning subschool, the creature summoned gain DR 6/good. This does not stack with any DR the creature might have.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR and are flaming weapons, dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws 9 rounds per day These rounds do not need to be consecutive.

Current Prestige Points (4x) The character has 4 current prestige points.

Darkvision (Ex) Range 60 ft.; Darkvision 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.


Demonic Scholar You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

Demon Resistances (Ex) You gain Electricity Resistance 10 and a +4 bonus on saving throws made against poison.

Demon-Spawn Spell-Like Ability Demon-Spawn tieflings can use shatter 1/day as a spell-like ability.

Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Eschew Materials

Evenhanded Investigator By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Fame (37x) The character has accumulated 37 Fame. He has a +3 to Diplomacy with members of his faction. Maximum Item Cost: 851000 gp

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Five Kings Negotiatior Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Magic is Life (Nethys) Your faith in magic allows you to ref lexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

Nidalese Apostate Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

Open Road Coin Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city of (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.

Pale green Prism - Cracked ~ Attacks

Practiced Artificer Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.

Caravan (Intimidate) You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren't required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan's interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan's interests - this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan's success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.

Fence Contact (Sczarni Faction) Fence Contact (Sczarni, Fame 20, 4 PP) Once per game session, when selling any item, you may use a Sczarni fence who gets you an additional 10% return on its sale. This additional value is calculated as 10% of the normal resale value of the item.

Free purchase up to 750 gp (3x) Free purchase up to 750 gp (2 PP)

Master of Trade (Qadira Faction) Master of Trade (Qadira, Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.

Retraining (14x) The character has spent prestige points to retrain.

Prince of Wolves Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Sacred Trust (Spire Clan) You gain a +1 on Fortitude saves.

Scaled Skin (Fire) (Ex) You gain fire resistance 5 and a +1 natural armor bonus to AC.

Scholar of The Gates Ajar You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.

Strength of the Abyss (Ex) You gain a +4 inherent bonus to your Strength.

Tiefling (Demon-Spawn)

True Magic of the Shadowcaster The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

Unarmed Frost unarmed and natural attacks do +1d6 cold damage

Urban Tenacity Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

You rescued the Minotaur Prince You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made in Absalom.