Talgoren

Aladdin of the Azlanti's page

398 posts. Alias of Shinami Genbu.


Full Name

Aladdin

Race

Human

Classes/Levels

Sorcerer 5

Gender

Male

Age

28

Alignment

Chaotic Good

Deity

Valani

Languages

Azlanti, Common, Elven

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Aladdin of the Azlanti

Aladdin
Male Human (Azlanti) Sorcerer (Wildblooded) 4
CG Medium Humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 38 (5d6+15)
Fort +3, Ref +3, Will +4
Resist electricity 5, sonic 5, stormchild
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4/19-20/x2) and
. . Heavy mace +2 (1d8/x2) and +1 Longspear +3 (1d8+1/x3)
Ranged Masterwork Light crossbow +5 (1d8/19-20/x2)
Sorcerer (Wildblooded) Spells Known (CL 6):
2 (5/day) Gust of Wind (DC 17), Rope Trick, Spontaneous Immolation (DC 17)
1 (8/day) Obscuring Mist, Color Spray (DC 16), Shocking Grasp, Magic Missile, Ray of Enfeeblement (DC 16), Feather Fall (DC 15), Magic Missile, Burning Hands (DC 16)
0 (at will) Message, Light, Prestidigitation (DC 14), Read Magic, Ghost Sound (DC 14), Detect Magic, Drench (DC 14), Jolt
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Combat Casting, Eschew Materials, Toppling Spell, Intensified Spell, Toughness +4
Traits Gifted Adept (Magic Missile), Magical Lineage (Magic Missile)
Skills Climb +1, Diplomacy +5, Handle Animal +5, Intimidate +8, Knowledge (arcana) +5, Linguistics +2, Perception +3, Ride +3, Spellcraft +7, Swim +1, Use Magic Device +9
Languages Azlanti, Common, Draconic, Elven
SQ mutated bloodlines (arial), thunderstaff (shock 2 rds) (7/day)
Combat Gear Potion of Cure Light Wounds, Potion of Cure Light Wounds, Wand of Grease, Wand of Mage Armor, Acid (2); Other Gear Crossbow bolts (50), Dagger, Heavy mace, Masterwork Light crossbow, Backpack, masterwork (28 @ 32.5 lbs), Bedroll, Blanket, Shaving kit, Silk rope, Soap, bar (50 uses), Trail rations (10), Wandermeal (10), Waterproof bag (empty), Waterskin, Necklace of Fireballs, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs), Headband of CHA, 3922 GP, 7 SP, 11 CP
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TRACKED RESOURCES
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Acid - 0/2
Crossbow bolts - 0/50
Dagger - 0/1
Potion of Cure Light Wounds - 0/1
Potion of Cure Light Wounds - 0/1
Shaving kit - 0/50
Thunderstaff (Shock 2 rds) (7/day) (Sp) - 0/7
Trail rations - 0/10
Wand of Grease - 1/10
Wand of Mage Armor - 0/10
Wandermeal - 0/10
3 lbs of "Silver Elm Bark"
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Special Abilities
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Arial Your magic is more focused on the power of air and rain than on lightning and thunder.

Associated Bloodline: Stormborn.

Bloodline Arcana: Whenever outdoors during any form of precipitation, your effective caster level is increased by 2.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Sonic (5) You have the specified Damage Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Stormchild (Ex) You gain electricity and sonic resistance 5 and treat wind effects as 1 step lower.
Thunderstaff (Shock 2 rds) (7/day) (Sp) Touch a weapon to grant the Shock power for 2 rds.
Toppling Spell Spell with the force descriptor knocks targets prone.

Level 0 Spells

Sorcerer

Message:
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Dancing Lights:
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Detect Magic:
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

Drench:
School Conjuration (Creation)[Water]Level sorcerer 0
Casting Time 1 standard action
Components V, S,
Range close (25 ft. + 5 ft./2 levels)
Targets one creature or object of size Large or smaller
Duration 1 min/level
Save DC 14 Object Reflex Negates; Spell Resistance Object Yes
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.

Breeze:
School evocation (air); Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a miniature fan)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 hour (D)
Saving Throw Will negates (harmless); Spell Resistance yes
You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater.
You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Spark:
School evocation [fire]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Read magic:
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S, F (a clear crystal or mineral prism)

Range personal

Target you

Duration 10 min./level

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Level 1 Spells
Sorcerer

Color Spray:
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Magic Missile:
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Obscuring Mist:
School conjuration (creation); Level cleric 1, druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Ray of Enfeeblement:
School necromancy; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Level 2

Create Pit:
School conjuration (creation); Level sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Wands

Grease:
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Mage Armor:
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.