Farzam Khorsheed

Abu Rhazim's page

6 posts. Organized Play character for Malleus The Grim.


Race

Male Keleshite Occultist 1 | AC 17 T 12 FF 15 | CMD 15 | HP 10 | F +3 R +2 W +2 | Spd 20' | Init +4 | Perc +4, SensM +0 | Focus 4 (Transmutation, +2 Str)

About Abu Rhazim

Profil:

Abu Rhazim Ibn Al-Akharim
Male Human Kelishite Occultist (Sha’ir)
LN Medium Humanoid (Human)
Init +4; Senses Perception +4
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Defense
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AC 17, Touch 12, Flat-footed 15 (+5 Armor, +2 Dex)
HP 10
Fort +3, Ref +2, Will +2
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Offense
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[b]Speed
20 ft.
Melee Lucerne Hammer +3 (1d12+3) x2 w Reach.
Ranged Javlins +2 (1d6+3) x2 30ft
Occultist Spells Known (CL 1)
. . 1st (2/day ; DD 15) Magic Weapon, Thunderstomp
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Statistics
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Str 16, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 15
Feats Skill Focus (Linguistics) (1), Orator (BF)
Traits Pragmatic Activator, Reactionnary
Skills Disable Device +6 (1r), Knowledges (Arcana, Planes, Religion, History) +8 (1r/each), Linguistics +11 (1r), Use Magic Device +8 (1r), Perception +4 (1r), Craft (Calligraphy) +8 (1r)
Languages Common, Kelish, Aquan, Auran, Ignan, Terran, Ancient Osiriani
SQ Jin 1 (Transmutation, Earth), Physical Enhancement (Str +2), Armor Malus (-4)
Combat Gear Lucerne Hammer, Scale Mail, Javlins (5) ; Other Gear Rogue’s Kit (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin), Scrivener’s Kit (his soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler), Perchment (10), Explorer’s Outfit, 30 gc, Wand of Cure Light Wounds (CL 1st, 5 charges).
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Special Abilities
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Favored Classe: Occultist (+1 HP)
Skilled : 1 skill rank/level
Orator : You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.
Jin : At 1st level, a sha’ir learns how to contact a jin—a minor, insubstantial genie that makes its home on the elemental planes. She learns how to contact a second jin at 6th level and a third jin at 14th level. Each of these jin is connected to one of the eight schools of magic, just like an occultist implement, but also to the air, earth, fire, or water school (Advanced Player’s Guide 142). Each jin works like a living implement for both of its schools. To provide the implement component for a spell or focus power, a jin must be within 30 feet of its master.
The elemental schools don’t have focus powers or resonant powers. Instead, the sha’ir considers all wizard spells of 6th level and lower from the lists corresponding to her jin’s elemental schools to be on her occultist spell list. In addition, she adds additional spells to her list of spells known. For every spell level she can cast, she adds one spell from each jin’s elemental school and one spell from each jin’s non-elemental school.
If one of her jin is slain, the sha’ir is treated as if she didn’t have the appropriate implement to cast the spells associated with that jin. The sha’ir can replace the slain jin the following morning by expending 1 point of mental focus in a special ritual that takes 1 hour to perform.
Mental Focus (4 Points/day) : Transmutation (4 points allocated)
. . Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Focus Powers (DD 14) : Size Alteration (Sp): As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.
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Jins
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Ibn Zûl (Earth Jin)
CR 0
XP 400
N Tiny outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 18, touch 13, flat-footed 16 (+1 Dex, +5 natural, +2 size)
hp 9 (2d10–2)
Fort +2, Ref +1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft.
Melee slam +5 (1d4+1)
STATISTICS
Str 12, Dex 12, Con 9, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 12
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +5, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +13
Languages Terran