Holy Vindicator

Al-Asahari's page

133 posts. Organized Play character for orionbasher.


Full Name

Al-Asahari hulmidin

Race

Human

Classes/Levels

Sorcerer(marid blooded) HP 10/16 AC 12, FF 10, T 12 | F +0 R +2 W +4 | Init. +2 | Per. +1 | SM +1 | CMB +0 | CMD 12 | Speed 30ft |

Spells:
7/7 frost ray 3/3 lvl 1 spells

Gender

Male

Size

Medium

Age

22

Alignment

Neutral good

Strength 7
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Al-Asahari

Character Crunch:

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Male Human Sorcerer
Neutral Good Medium Humanoid 
Init+0; Low-light Vision 0ft Perception +

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 Defense
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AC 11, touch 10, flat-footed 10(+0 armor, +0 Shield, +0 Dex, +1 natural +0 ) 
HP7 (1d6) 
Fort+2,Ref+1,Will+6
 

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 Offensive
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Speed30 ft. 
RangedLight crossbow (masterwork) 335 gp
Statistics
Cost 35 gp Weight 4 lbs.
Damage, 1d8 (medium); Critical 19-20/x2; Range 80 ft.; Type P; Special —
Description
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.
Ammunition: 100 crossbow bolts (10gp)

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Melee
Special Attacks[/b ]None
[b]Spell-Like Abilities
Frost Ray (Sp): 30 feet ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 
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statistics
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Str:10,Dex:10,Con:14,Int 14,Wis:14,Cha:16
Base atk+0 CMB+0CMD+10
Languages:Common,Kelish,Aquan
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Feats
Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Spell Focus(conjuration)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Quicken Spell (replacing)
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
(also soon to be replaced)

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Traits
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Destined Diplomat
Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.
Planar Savant
You have always had an innate sense of the workings of the planes and their denizens.
Benefit: You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.
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Class Features
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Marid Bloodline
Class Skill: Knowledge (planes).

Bonus Spells: obscuring mist (3rd), see invisibility (5th), gaseous form (7th), wall of ice (9th), persistent image (11th), elemental body III (13th), plane shift (15th), polar ray (17th), wish (19th).

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's descriptors to match this energy type.

Bloodline Powers: Like a marid, you have both natural power over water and several other genie-based abilities.

Frost Ray (Sp): Starting at 1st level, 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 cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.

Water's Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.

Elemental Movement (Su): At 15th level, you gain a swim speed of 60 feet.

Power of the Marid (Su): At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words “I wish,” and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component.

You become immune to cold damage, and can use plane shift once per day to travel to or from the Plane of Water.

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 Skills
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Acrobatics +0 
Appraise +5
Bluff +3
Climb -1
Craft +0
Diplomacy+9(2 rank)(+2 vs outsiders)
Disguise +4
Escape Artist +0 
Fly +3
Handle Animal +0
Heal +2
Intimidate +7
Knowledge (Arcana) +7(2 rank)
Knowledge (planes) +9(2 rank)
Linguistics
Perception +2
Profession +0
Perform +3
Ride +0 
Sense Motive +
Spellcraft +7(2 rank)
Stealth +0 
Survival +0
Swim +0
Use Magic Device+9 (2 ranks)
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Magic
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Level 0 spells
light
read magic
detect magic
cold ray
level 1 spells
burning hands
mage armor
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Special Abilities
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None
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Equipment
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Sorcerer's kit
Price 8 gp; Weight 19 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
wand of clw

Gold remaining:

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Racial Traits
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Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Al-Asahari has had his fair share of genie interactions.As a child,his father would bring him on many a dispute among the godlike outsiders.A "A Davirat,is always sharp,yet sensitive to the will of the outsider.Be not afraid my child,for however scary a genie might be,you may make an ally out of him" That was what his father would say.Now,ordained by his father's order ,blessed by marids,Al-Asahari continues his father's work.