Suli

Baheera al-Sah'haar's page

237 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Baheera al-Sah'haar

Classes/Levels

Female Half-Elf Warlock (DJinni Pact) 3 HP 15/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Deity

عاصفة الصيف -Baheer's patron

Location

Baheer's Lamp :: Interior

About Baheera al-Sah'haar

Statistics
Size: Medium
Height: 5’7
Weight: 160 lb
Skin: Sunkissed olive
Eyes: Storm grey no pupils (swirling clouds when using magic)
Hair: Iridescent black

Strength - ___10 - +0 / (+0)
Dexterity -___15 - +2 / (+2)
Constitution - 12 - +1 / (+1)
Intelligence - _13 - +1 / (+1)
Wisdom -____12 - +1 / (+1)
Charisma -___17 - +3 / (+3)
Initiative: +2

AC: 14__(Leather armor +Dex)
Advantage against being charmed, and magic can’t put you to sleep
Total Hit Points: 15/23
Speed: 30 ft. (Walking)
Languages: Common, Elven, Auran, Primordial
Senses: Darkvision
Perception +2 (Passive Perception- 12)
Passive Insight- 14
Passive Investigation- 13

Weapons:
Charisma Based (Eldritch blast) - Attack Bonus- +6 [1d10(+3 agonizing) force (+2 Thunder 1/x per turn) ]
Crossbow - Attack Bonus- +5 [1d8]
Dagger - Attack Bonus- +5 [1d4]

Armor: Leather armor

Racial Features:
Ability Score Increase
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age
Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size
Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility
You gain proficiency in two skills of your choice.
Languages
You can speak, read, and write Common, Elvish, and Auran

Class / Path/ Feats:
Genie Pact (Djinni)
MAGIC
Cantrips
Eldritch Blast:1d10 force
Prestidigitation (up to 3 effects at once)
Spell slots: 2 Slot level: 2nd
Known:(w/ expanded spell list)
Thunderwave
Witchbolt (1d12 Lighting damage)
Gust of Wind
Misty step

Spell save DC = 13 (8 +2 your proficiency bonus +3 your Charisma modifier)
Spell attack modifier = 5 (your proficiency bonus + your Charisma modifier)

Eldritch Invocations:
Agonizing blast
Eyes of the Runekeeper (read all languages)

GENIE'S VESSEL: Lamp AC:13 HP:3
1st-level Genie feature
Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel… You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. Once you enter the vessel, you can’t enter again until you finish a long rest.
Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

Pact Boon: Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

al'Adhaa
Familiar: Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4+3)
Speed 20 ft., fly 40 ft.
STR
6 (-2) DEX
17 (+3) CON
13 (+1) INT
11 (+0) WIS
12 (+1) CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 Ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Traits:
Skills:
Trained
Arcana +3, Deception+3, History +3, Insight +4, Investigation +3, Survival +4

Untrained
Acrobatics +2, Animal handling +2, Intimidation +3, Medicine +2, Nature +1, Perception +2, Performance +3, Persuasion +3, Sleight of hand +2, Stealth +4
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At Will Powers:
Eldritch Blast: CHA vs. Reflex, 1d10 + CHA mod damage, range 10
Genie’s Wrath (add prof bonus in Thunder damage 1x/turn with an attack)
Encounter Powers:

Daily Powers:
Bottled Respite

Utility Powers:

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Background: Archeologist:

Skill Proficiencies: History, Survival
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice (Auran)
Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25gp
Signature item: Medallion
Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old

Personality/Flaws/ideals:

Personality traits:
1. I have no qualms about stealing from the dead.
2. I'm happier in a dusty old tomb than I am in the centers of civilization.
Flaw: When given the choice of going left or right, I always go left.
Ideal: Danger: With every great discovery comes grave danger. The two walk hand in hand. (Any)
Bond: Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.

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Items:
Weapons / Armor / Shield (from above)
Crossbow Bolts - 18
Sling Bullets - 10
Backpack
Bedroll
Flint and steel
Rations (1 day) x3
Rope (50', Hemp)
Water skins x1
Climbers Kit +2 climb
Cartographer's tools
A wooden case containing a map to a ruin or dungeon
a bullseye lantern
a miner's pick
a set of traveler's clothes
a shovel
a two-person tent
Gold pouch

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Platinum -
Gold -10
Silver -