Dwarf

Adebisi's page

130 posts. Organized Play character for Pirate Rob.


Full Name

Benevolence

Race

Aasimar

Classes/Levels

Cleric 2/ Wizard 1

Gender

AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision

Strength 7
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 18
Charisma 7

About Adebisi

Initiative +3 [+2 Dex, +1 Item]

Offense:
Teleknetic Fist **6x/day 1d4

Defense:
HP 31 [8+3+1, 5+3+1, 4+3, +3]
AC 12 [+2 Dex]
T 12 [+2 Dex]
FF 10
CMD 11 [10 Base. +1 BAB, -2 Str, +2 Dex]

Fort +7 [3 Base, +3 Con, +1 Resistance]
Ref +3 [0 Base, +2 Dex, +1 Resistance]
Will +10 [5 Base, +4 Will, +1 Resistance]

Languages: Common, Celestial, Dwarven, Draconic, Sylvan, Abyssal, Undercommon, Polyglot, Infernal, Tian, Thassilonian

Traits:
Magnical Knack:
Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Wizard

Wayang Spellhunter
When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. Snap Dragon Fireworks

Feats:
W Spell Focus (Transmutation):
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

1 Toughness:
+1 HP / level

3 Spell Penetration:
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Skills:

+2 Acrobatics (Dex +2)
+3 Appraise (Int +3)
-2 Bluff (Cha -2)
-2 Climb (Str -2)
+2 Craft (Int +3)
-2 Diplomacy (Cha -2)
+* Disable Device
-2 Disguise (Cha -2)
+2 Escape Artist (Dex +2)
+2 Fly (Dex +2)
+* Handle Animal
+4 Heal (Wis +4)
-2 Intimidate (Cha -2)
+9 Knowledge, Arcana (3 Ranks, Int +3, CS +3)
+* Knowledge, Dungeoneering
+* Knowledge, Engineering
+* Knowledge, Geography
+* Knowledge, History
+* Knowledge, Local
+* Knowledge, Nature
+* Knowledge, Nobility
+* Knowledge, Planes
+9 Knowledge, Religion (3 Ranks, Int +3, CS +3)
+11 Linguistics (3 Ranks, Int +3, CS +3, Race +2)
+4 Perception (Wis +4)
-2 Perform(*) (Cha -2)
+* Profession(*)
+2 Ride (Dex +2)
+12 Sense Motive (3 Rank, Wis +4, CS +3, Race +2)
+* Sleight of Hand
+9 Spellcraft (3 Ranks, Int +3, CS +3)
+2 Stealth (Dex +2)
+4 Survival (Wis +4)
-2 Swim (Str -2)
+* Use Magic Device

Special Abilities:

Type: Aasimars are outsiders with the native subtype.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Archon Blooded (+2 Con/+2Wis + Continual Flame)

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Spell-Like Ability (Sp): Aasimars can use continual-flame once per day as a spell-like ability (caster level equal to the aasimar's class level).

Truespealer: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Arcane Bond: Ring

Greed (Transmutation)

Sin mages who follow the path of Greed delight in transforming things into other things, as well as enhancing themselves.

Prohibited Schools: enchantment, illusion.

Physical Enhancement (Su)

You gain a +1 enhancement bonus to one physical ability score Dexterity

Telekinetic Fist (Sp)
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. **(5)

Seperatist Cleric of Abadar

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel 1x/day 1d6

Travel Domain:
+10ft Move Speed
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (7)

Fate Inquisition:
Augury (Sp): Once per day, you can use augury as a spell-like ability.

Spells:

Spell Book:
1- Snap Dragon Fireworks, Featherfall, Grease, Blood Money, Ray of Enfeeblement, Polypurpose Panacea

Memorized Spells:
Cleric:
0: Mending, Guidance, Detect Magic, Stabalize
1: Liberating Command, Protection from Evil, Remove Fear, *Longstrider (D)
Wizard:
0: Mage Hand, Open/Close, Prestidigitation
1: Featherfall, Grease, *Snap Dragon Fireworksx2 (S)

Equipment:

Cracked Dusty Rose
Cloak of Resistance +1
Aegis of Recovery
Scroll of Remove Fear
Scroll of Suppress Charms/Compulsions
Scroll of Lesser Restoration
Scroll of Magic Weapon
Wand of Bless (48)
Wand of CLW (47)
Wand of Mage Armor (50)

Chronicles:

The Waking Rune [Sin Magic Boon]
1st Steps P1 (GM)
1st Steps P2
We Be Goblins
Wormwood Mutiny (GM)

15001-10
Current XP 6
Prestige/Fame 3/9