| Full
Name |
Milhar Korashi |
|
| Race |
Human |
|
| Classes/Levels |
Celestial Sorcerer2 |
|
| Gender |
Male |
|
| Size |
Medium |
|
| Age |
22 |
|
| Special Abilities |
Spells |
|
| Alignment |
Lawful Good |
|
| Deity |
Nethys |
|
| Languages |
Trade common, Sunspeak |
|
| Occupation |
Manservant |
|
| Strength |
14 |
|
| Dexterity |
15 |
|
| Constitution |
12 |
|
| Intelligence |
13 |
|
| Wisdom |
12 |
|
| Charisma |
14 |
|
About Milhar Korashi
First Vision
Second Vision - the web
Third Vision - the Thirty
Combat Stats
Armor Class: 12, touch 12, flat-footed 10
Armour Class inc Shield: 16, touch 12, flat-footed 14
Armour Check Penalty: +0
Hit Points: 6+1+1=8, Second level=8, Total=16
Current Hit Points: 8,1,3,8,10,11,16,10,3,7,16
BAB: +1
Initiative: +2
CMB: +3
Speed: 30 ft.
Saving Throws
Fortitude: +1
Reflex: +2
Will: +4
Weapons
Single Weapon Melee: mwk short sword +4 (1d6+2, 18-20/x2)
Two Weapons Melee: 2 short swords +2/+1 (1d6+2/1d6+1/x2)
Dagger (1 handed melee or ranged)
Melee +3 dagger (1d4+2, 19-20/x2)
Ranged +3 dagger (1d4+2, 19-20/x2, 10ft)
Skills
4 ranks = 2+1(Int)+1(human)=4/level
Appraise: +5 (1(rank)+1(Int)+3)
Acrobatics: +2 (+2(Dex))
Bluff: +2 (+2(Cha))[/b]
Climb: +2 (+2(Str))
Diplomacy**: +7 (2(ranks)+2(Cha)+3+1(trait))
Disguise: +2 (+2(Cha))
Escape Artist: +2 (+2(Dex))
Heal*: +6 (2(ranks)+1(Wis)+3)
Intimidate: +2 (+2(Cha))
Knowledge (Arcana): +5 (1(rank)+1(Int)+3)
Knowledge (Dungeoneering): +1 (1(Int))
Knowledge (History): +1 (1(Int))
Knowledge (Local): +1 (1(Int))
Knowledge (Planes): +1 (1(Int))
Perception: +1 (+1(Wis))
Perform: +2 (+2(Cha))
Ride: +2 (+2(Dex))
Sense Motive: +1 (1(Wis))
Spellcraft: +1 (1(Int))
Survival: +1 (1(Wis))
Swim: +2 (+2(Str))
Use Magic Device: +7 (2(ranks)+2(Cha)+3)
* Heal is a class skill for the celestial bloodline
**Diplomacy is a class skill because of trait
Spells
(Cast/Day [4x0 At-Will/5x1]; DC 12 + Spell level)
Spells Memorised
0 – Daze (Will DC12), Detect Magic, Light, Mending, Read Magic.
1 - Charm Person (Will DC13), Shield.
Heavenly fire 30ft range touch attack, 1d4+1 fire damage to evil creatures and 1d4+1 healing to good creatures (once per day)
----
Melee Touch Attack +3 (+2 Str, +1 BAB)
Ranged Touch Attack +3 (+2 Dex, +1 BAB)
----
Possessions
2 Short Swords (20gp, 4lb)
2 Daggers (4gp, 2lb)
Backpack (2gp, 2lb)
Winter Blanket (5sp, 3lb)
10 Chalks (1sp, 0lb)
Map/scroll case (1gp, 0.5lb)
Signal whistle (8sp, 0lb)
1 days trail rations (5sp, 1lb)
Waterskin (1gp, 1lb)
5 Parchment sheets (1gp, 0lb)
1 Vial of Ink (1gp, 0lb)
Sealing Wax (1gp, 1lb)
Tindertwig (1gp, 0lb)
Wooden symbol of Nethys (1gp, 0lb)
Belt pouch (1gp, 0lb)
Encumbrance 14.5lbs
Str14
Light load 58lb or less
Medium Load 59-116lb
Heavy Load 117-175lb
Lift over head 175lb
Lift off ground 350lb
Maximum Push/Drag 875lb
Feats
Arcane Strike: swift action to make weapons magical (+1 damage) for 1 round
Eschew materials: no need for components less than 1 gold in cost
Two Weapon Fighting: as it says
Religious Trait
Ease of faith: Milhar's mentor took steps to teach him that all magic divine or otherwise is no different. This philosophy makes it easier for Milhar to interact with others who may not share his views. He gains a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for him.
Campaign Trait
Merciful: Once per day per level, Milhar can call on the Source to allow him to make a non-lethal melee attack without penalty.
Experience Pts: 1700+700
Wealth
CP: 0
SP: 1
GP: 34
PP: 0
Gems:
Description
Milhar is a non-descript man. He dresses neat and tidy and tends to hide his pair of short swords under a large cloak. Generally he dresses in greys and blacks making it even easier for him to blend into the background.
Personality
Milhar is a self-contained individual. He tries hard to keep his emotions in check and always does his best to show the world a calm and pleasant face. He values freedom and choice highly but regards orderliness and good behaviour as the secret to a peaceful and happy life. All this stems from his work as a manservant. Now that he has left that life behind him, Milhar is a little unsure of his future.
Background
Born of a druidess apothecary and a nomadic desert trader, Milhar spent his youth around the shop, helping and playing. His mother and father were proud of their shared Azlanti blood and even prouder when their boy showed signs of arcane power.
Then a raiding party of goblinoids hit the settlement and Milhar watched both his parents cut down by the rapacious horde. He cannot forget the way that one goblin cut out and gobbled up his mother's eyes, and he often wakes in the night with that image in his head. And then Milhar turned his magic on the goblin making it jump down a well. The echoing screams are also part of his nightmares. Until the little horror drowned.
The goblins were driven off, but unconsolable, Milhar barely remembers being passed from one relative to another until he finally ended up as a young manservant to a renown scholar and bard, Tarm Odraculis. For the last four years Milhar has served this talented half-elf, learning a little of the way of the world. He doubled as a bodyguard and healer while his master performed, making them very welcome wherever they went.
Tarm actively helped with Milhar's innate magic, and even with the recurring dream of a band of white-clad skillful warriors. The warriors seemed to blend magic and swordplay effortlessly although the dream always ended with most of them falling dead on a battlefield and one walking away. Loving a good mystery, Tarm eventually pinpointed the battle as Peneth but he could not tell Milhar anything more.
Now this morning, as the horde approached, Tarm gave Milhar his freedom and a pouch of gold. The half-elf ordered him to take ship and go to find his destiny. He would not listen to Milhar's protests. This was Tarm's city and he planned to fight and die here; but Tarm wanted his manservant to enjoy more of life and find some answers to the dreams and nightmares that possessed him.