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Eldran Tesh

Bahram Zarishu's page

642 posts. Alias of Sigz.


About Bahram Zarishu

Male Human Wizard (Air Elementalist) 5
Chaotic Good Medium Humanoid (Human)
Init +1; Senses perception +0
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+1 dex, +4 armor)
hp 29/29
Fort +3, Ref +3, Will +5
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OFFENSE
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Speed 30 ft.
Melee Staff +1, 1d6-1, 19-20/x2
Melee Dagger +1 (+3), 10 ft, 1d4-1, 19-20/x2
Ranged Crossbow +3, 80 ft, 1d8, 19-20/x2
Space 5, Reach 5
Special Attacks Lightning Flash DC 18, 7/day [][][][][][][]
Spell-like Abilities; Lightning Ray, 30‘ touch +3, 1d6+1, 6/day [][][][][][]

Spells Known (Spellbook) (*School Spells)
Cantrips; 5/day at will; Message*, Spark, Ray of Frost, Detect Magic, Read Magic, Resistance, Detect Poison, Daze, Dancing Lights, Flare, Light, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Open/Close, Arcane Mark, Prestididgitation
1st; Air Bubble, Alter Winds*, Burning Hands, Color Spray, Comprehend Languages, Ear-Piercing Scream, Enlarge Person, Grease©, Identify, Mage Armor ©, Magic Missile, Sleep, Shocking Grasp*, Wall of Smoke ©
2nd; Comunal Endure Elements, Continual Flame, Glitterdust ©, Gust of Wind*, Invisibility, Resist Energy*, Scorching Ray, See Invisibility, Summon Monster II ©*, Whispering Wind
3rd; Arcane Sight, Chain of Perdition, Cloak of Winds, Fly, Haste, Hostile Levitation, Lightning Bolt*, Summon Monster III

Spells Prepared (CL 5, DC 15 + spell level +1 conjuration, Concentration +9)
Cantrips; Detect Magic, Read Magic, Message, Mage Hand
1st; Mage Armor, Magic Missile, Shocking Grasp*, Burning Hands, Wall of Smoke
2nd; Gust of Wind*, Invisibility, Summon Monster II*, Scorching Ray
3rd; Lightning Bolt*, Haste, Summon Monster III*
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STATISTICS
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Str 8, Dex 13, Con 12, Int 18, Wis 10, Cha 16(14)
Base Atk +2; CMB +1; CMD 12

Feats Scribe Scroll, Skill Focus (Knowledge (plains)), Augment Summoning, Spell Focus (Conjuration), Eldritch Heritage (Djinni), Elemental Spell (Electricity)
Traits Merchant's Child: +1 on Appraise, Genie Blood (Air): +1 on save vs. electicity & +1 trait bonus on Bluff, Diplomacy, intimidate & sence motive vs. creatures with air subtype. Focused Study- trade Human 1st level Bonus feat for Skill Focus at 1st, 8th and 16th level.
Skills Appraise +13, Bluff +8, Diplomacy +8, Fly +8, Knowledge (Arcana) +12, Knowledge (History) +12, Knowledge (Plains) +15, Linguistics +12, Spellcraft +12 *+2 cicumstance bonus on genie-related lore. +3 to fly.
Language Kelish, Taldain, Elven, Osisian, Auran, terran, ignan, orrid, draconic

SQ Favored Class Wizard(Air Elementalist), Arcane Bond (Object- Guide‘s Token), Cantrips.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Electricity Ray (Sp): You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two caster levels you possess -2. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Combat Gear; Dagger x2, staff,
Other Gear; Fine Traveling Outfit (Hot Weather Outfit), Club, bell, signal whistle, small steel mirror, waterskin x3, torch x3, flint and steel, sack, salt 1Ib (5 gp), soap 1Ib, cinamon 1Ib (1 gp), scroll case x4, Trail Rations x2, a copper holy symbol of Nethys - one half polished bright, the other blackened.
Potions: Cure Light Wounds x2, Cure Moderate Wounds x1, Delay Poison x1.
Scrolls: [(all at caster level 5): phantom steed, tiny hut, gaseous form, shrink item, resist energy (communal), and share language (communal)]
Cantrips: Message
1st: Air Bubble x4, Animate Rope, Comprehend Languages x1, Ear Piercing Scream x1, Enlarge Person x1, grease x1, Identify x2, Mage Armor (CL 4),
2nd: comunal endure elements x1, Invisibility, Rope Trick, Scorching Ray x1, See Invisibility, Summon Monster II x1, Whispering Wind x1.
3rd: Arcane Sight, Chain of Perdition, Cloak of Winds, Fly, Hostile Levitation, Summon Monster III.
Magic Items: Cloak of Resistance +1, Headband of Alluring Charisma (+2), Ring of Feather Falling, Guide's Token (amulet, +1 DC on spells cast), handy haversack, Pearl of Power lvl 1

Weight carried: ? Ibs
Wealth; 108 gp, 7 sp, 4 cp.

Vital Statistics/Description;
5'10'', 140Ibl. Black short hair and keeps a well trimmed beard. A fair young man in all respects, tall and gracefull dressed in fine lightning blue-white robes common to his culture. Most notable features are his eye, wich are lighning blue emphasised by his dark skin and hair and a zig-zag scar down his left cheek in the form of a lightning bolt.

Background:
Bahram was at a young age apprenticed to his uncle first-removed on his mothers side. He was supposed to become a merchant. His uncle though had other ideas.
The well to-do merchant was actually dabling in gene lore and had Bahram, as an apprentice, help set up the summoning circles and prepare the rituals. Although he was always carefull during these proceedings, one gene got through. It killed his uncle and scarred Bahram, changing the youth forever.
His uncles brother took over the buisness and with it Bahram's contract. Forbidding all arcane endevours and focusing on sweeping the incident under the rug, so as not to attract the Pactmaster's attention.
Bahram never lost interest however and pursued his studies on his own, which lead him to bee in the gnoll's slave pen.

Personality/Beliefs:
Having grown up apprenticed to a successfull merchant in Katapesh has made Bahram used to the finer things in life. A bit of a dandy actually, he has never had to do any hard labor and has used his magic to make things even more comfortable for himself. Although rebellious in nature he has kept under the radar of his betters by doing mostly as he was told and pursued the forbidden knowledge of the planes in secret.


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