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Avi Solrem's page
444 posts. Organized Play character for PaleDim.
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Race |
| ♥️32 | ⛨15 t13 ff13 | Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 | CMB 2, CMD 15 | F +4, R +4, W +5; +2 vs. polymorph effects | Init +6 | Perception +0; darkvision 60ft, low-light vision |
Classes/Levels |
| Speed 30ft | Spells ☐☐☐☐☐2nd ☐☐☐☐☐☐☐1st | Starsoul bloodline: minute meteors☑☑☑☑☑☑☑ | mongrel reservoir☐☐☐☐☐☐☐☐ | acid arrow☐ | Active conditions: Shield |
Gender |
male ganzi sorcerer (mongrel mage) 5 |
Occupation |
☐☑ |
About Avi Solrem
Male ganzi sorcerer (mongrel mage) 5
CN Medium outsider (native)
Init 6; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 15, touch 13, flat-footed 13 (+1 armor, +1 deflection, +2 Dex, +1 natural)
hp 32 (5d6+10)
Fort 4, Ref 4, Will 5; +2 vs. polymorph effects
Resist acid 5, cold 5, electricity 5, fire 5, sonic 5
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Offense
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Speed 30 ft.
Ranged light crossbow +4 (1d8 P/19+)
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—acid arrow
Bloodline Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—minute meteors
Sorcerer (Mongrel Mage) Spells Known (CL 5th; concentration +9)
. . 2nd (5/day)—flaming sphere (DC 16), invisibility
. . 1st (7/day)—grease, hydraulic push[APG], magic missile, shield, silent image (DC 15)
. . 0 (at will)—daze (at will) (DC 14), detect magic (at will), disrupt undead (at will), light (at will), mending (at will), open/close (at will) (DC 14)
. . Bloodline Starsoul
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Statistics
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Str 11, Dex 14, Con 14, Int 10, Wis 10, Cha 19
Base Atk +2; CMB 2; CMD 15
Feats Eschew Materials, Expanded Arcana[APG], Improved Initiative, Spell Penetration
Traits ascendant recollection, unpredictable
Skills Bluff +13, Sense Motive +2, Spellcraft +8, Survival +2, Use Magic Device +12; Racial Modifiers +2 Sense Motive, +2 Survival
Languages Common, Protean
Other Gear light crossbow, amulet of natural armor +1, bracers of armor +1, cloak of resistance +1, cold iron crossbow bolts (23), ring of feather falling, ring of protection +1, backpack, 1,420 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Energy Resistance, Fire (5)
Energy Resistance, Sonic (5)
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ganzi Oddity Ganzis have a distinct and unusual oddity that manifests as a physical or magical ability that sets the ganzi apart.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maelstrom Resistance +2 racial bonus on saving throws against polymorph subschool spells.
Minute Meteors (1d4+2 fire damage, 7/day, DC 16) (Sp) Summon fiery column in 30 ft (5 ft wide and 30 ft high) that deals fire dam (Ref neg).
Mongrel Reservoir (8/day) (Su) New weak bloodline each day. As a swift action, use points to empower.
Starsoul Dazzle foes who fail a save vs. your Evocation spells for 1 rd/spell level.
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Boons
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Goblin Bane: By slaying Grulk, the goblin's bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into the Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
[_][_][_] Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet.
Reclaiming Memories (Why Were You Chosen?): You have fought your way free of the madness of Briarstone Asylum, taking the first steps towards recovering your missing memories. Choose one of the options below and cross the rest off of your Chronicle sheet. You can check one of the boxes preceding your choice to apply a bonus to one of the associated skill checks. You must choose whether or not to apply this bonus after seeing the d20 roll, but before learning the outcome.
[_][_][_] Noble: You recall memories of courtroom intrigues and clever verbal duels; perhaps your status as a member of the aristocracy brought you to your current predicament. Gain a +2 bonus on your Bluff or Diplomacy skill check.
[_] The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
|| The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
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