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Efreat 'al Inferis's page

1,010 posts. Alias of Graynore.


Full Name

Efreat 'al Inferis, Knight Protector of Kelmarane

Race

Human (Keleshite)

Classes/Levels

Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Gender

Male

Size

Medium

Age

21

Alignment

LN

Location

Kelmarane

Languages

Common, Kelish, Ignan, Osiriani

Occupation

Merchant

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 10
Charisma 21

About Efreat 'al Inferis

A/C: 18 (FF 15/T 15) [Ar +2, NA +1, Dx+3, Df+2]
Saves: F +9, R +10, W +12
HP: (117)
Init: +3
Speed: 30'
Vision: Perception +0
BA/CMB: +7/+8
CMD: 23
XP: 0

Sorcerer Traits: Cantrips, Eschew Materials, Bloodline (Efreet), Elemental Ray (1d6+7 fire; 30' range), Elemental Resistance(ex) (fire resis 20), Efreeti Form (su)(1/day assume form of an efreeti as spell giant form I except you only use it to become an efreeti & its duration is 1 round/level - while in this form, you gain an efreeti's heat ability)

Feats: Eschew Materials(b), Point Blank Shot(b), Cosmopolitan [Diplo & Sense Motive, Ignan & Osiriani], craft wonderous item, craft magic arms & armor, empower spell(b), forge ring, Elemental Spell(cold), Quicken Spell, Skill Focus (know-Planes)(b), Spell Penetration

Skills (ranks)[item]: Acrobatics +3(0)[+8 jump], Appraise +5(1), Bluff +11(3), Diplomacy +11(3), Fly +12(6), Intimidate +9(1), Know(Arcana) +18(14), Know(Planes) +24(14)[6], Sense Motive +11(8), Spellcraft +18(14), Use Magic Device +13(5)
+4 to know checks involving genies.

Racial Traits: +2 Chr, +1 skill point per level, 1 bonus feat, favored class: sorcerer (+1 bonus spell known/level)

Height/Weight: 5'0"/94 lbs.
Eyes/Hair: Bluish Black/Orange hilighted Red

Weapons:
Dagger +9 (1d4+2; 19-20)
Ranged Touch +10 (by spell) [+1 att/dam w/in 30']

Magic Equipment: Ring of the Ram(22), Cloak of Resistance +3, Ring of Jumping, Courts of Stone & Flame Book (value 300gp, +4 to know checks w/ genies), Dagger +1, Potion of CLW x2, Turban of Disguise; Headband of Chr +2; Wand of Scorching Ray (11); Amulet of Natural Armor +1; Wand of Magic Missiles 9L(28); Bracers of Armor +2; Ring of Protection +2; Wand of False Life(16); Scroll of Disintegrate; Belt of Dex +2; bottle of air; Potion of lesser restoration; A small golden lamp (From Dilix); Immovable Rod; Staff of Charming (10)

Misc Equipment: Backpack, bedroll, chalk x10, flint & steel, belt pouch, Waterskin x2, Whetstone, Courts of Stone & Flame Book (value 300gp, +4 to knowledge checks w/ genies), Diamond Dust (350gp), Masterwork Artisan Tools

Money: 63 gp, 5 sp

Active spells: Mage Armor, Overland Flight, See Invisibility, mirror images

Crafting in Progress: Amulet of Natural Armor +1 to +2 (8 hrs/48 hrs complete)

Sorcerer Spells:

Spoiler:

Elemental Ray 8/day(): 1d6+7 fire; 30' Range
Per Day: 8/7/7/7/7/5/3(xx/xxx/x/x/xxx/xxxx/x); DC: 15+SL
0L9
Read Magic Mecheaze
Detect Magic Drasheaze
Light Fizzar
Mage Hand Cumay
Ray of Frost Kreash'vos
Acid Splash Kreash'rah
Disrupt Undead div'ravass
Mend rav'oun
Message shul'raz

1L5+1+2(favored class)
Shield shon'koom
Color Spray Flear'zish
Enlarge Person Ven'ree
Mage Armor Krack'koom
Magic Missile Shiz'koom
Shocking Grasp Bok'zeal
Protection from C/E/G/L shon'cea
Feather Fall dos'oun

2L5+1+2 favored class
Scorching Ray Kreash'nar
Acid Arrow Mish'rah
See Invisibility floz'eaze
Resist Energy shon'(varies by protection)
Mirror Image floz'besh'ree
Invisibility floz'shon
Knock shan'ravass
Detect Thoughts fraa'eaze

3L4+1+2 favored class
Haste besh'ven'dos
Fireball besh'kree'nar
Dispel Magic oun'ravass
Blink frish'ree
Lightning Bolt krosh'zeal
Magic Circle against C/E/G/L shan'crea
Fly Oun'rauz

4L4+1+2 favored class
Lightning Ball Kree'zeal
Wall of Fire brep'nar
Charm Monster fraa'eet
Black Tentacles jan'tan
Stone Skin shon'tan
Dimensional Anchor mish'dev'frish
Resilient Sphere kree'koom

5L 3+1+2 favored class
Overland Flight ven'oun'rauz
Persistent Image ven'floz'eaze'kree
Teleport frish'raz
Cone of Cold flear'vos
Prying Eyes shul'rav'eaze
Feeblemind fraa'ravass

6L 2+1+1 favored class
Disintegrate kreash'ravass
Planar Binding frish'fraa'crea
Freezing Sphere kree'vos
Cold Ice Strike (UM) ven'krosh'vos

7L1
Mage's Sword jen'koom'oun

base words
besh = mass
ven = enhance
'eet = all creatures (literally can affect efreeti, can affect anything)

dos = time
floz = concealed
'eaze = reveal
'oun = magic
frish = planar
fraa = charm, mind affect
'crea = alignment focus
div = death/necromancy
dev = binding/contract
'raz = travel
jan = animate
'rav = create/mend/repair
shul = commincation/language
ghul = fear

'rah = acid
'nar = fire
'vos = cold
'zeal = electricity
'kish = sonic

'koom = force effect
'zish = prismatic effect
'rauz = air
'tan = earth
'rid = water

'ree = personal might
'ravass = destroy; break into components; disintegrate
shon = personal protection
shan = non-personal protection

mish = missile
kree = sphere spell
kreash = ray spell
krosh = bolt spell
brep = wall spell
flear = cone area spell
bok = touch attack spell

Flaming Sphere Kree'nar

Appearance

Spoiler:

Efreat's efreeti heritage is obvious to all. His spiked, orange hilighted, red hair (red hair being rare in keleshite bloodlines) seems to move on its own accord at times. Efreat's eyes seem to mirror the hotest blue flames with a hint of charcoal black.

Not being a desert warrior, Efreat prefers to dress in red, flowing clothes which never show even a hint of persperation despite the heat. His black silk cloak waves in the breaze to reveal the bronze bracers on his wrists. Efreat often rests ram-ringed hand on his jambiya when talking.

Traits

Spoiler:

Finding Haleen (Favored Class give additional +1 hp & skill point) Haleen was a childhood friend who went missing; recently received a dream of her near the ruins of Kalmarane; signed up with Garavel's mercinaries to find her.

Genie Blood (fire) Human-Keleshite; +1 on saves vs. fire atts & +1 to bluff, intimidate, diplomacy, & sense motive checks vs. creatures of that type.

Background

Spoiler:

Efreat's mother was a rich sorceress by the name of Inferis. When Efreat was 10, Inferis disappeared on one of her adventures. No word has ever reached Efreat as to his mother's whereabouts. Shortly after his mother disappeared, all of her property was seized to cover some debt to a Osirian merchant. Efreat may have starved if not for his good friend Haleen.

Haleen showed Efreat how to live on his own. Soon Efreat learned to use his skills in persuasion to make a living. When Haleen told him that she was going off to be an adventurer, Efreat was disappointed. It was the adventurer's life that took his mother away; however, Efreat wished her well as she set off. Efreat expected that he would never see her again.

In the years that have gone by, Efreat has learned to harness his efreet bloodline. He plays up his connection both to gain prestige and to help with his negotiations between parties. Efreat claims to represent both sides in his negotiations but ultimately lies or bullies one side into an agreement.

All was well until the dreams began. Dreams of fire and screaming. Dreams of Haleen. During one negotiation with a western nomad, he heard the description of the city from his dreams, Kalmarane. From that point on, Efreat has been looking for a way to reach the ruined city. He lost his mother but he will not lose Haleen. He has joined Garavel's company as a means to an end. Such is the way of the market, such is the way of the world. Garavel will use him to retake the city and he will use Garavel to find Haleen.

After reaching Kelmarane, Efreat and his companions liberated the city from the vile gnolls that had taken it over. In the process, he found his dear Haleen. Once the smoke cleared, Efreat and his companions were given the title of Knight Protector of Kelmarane. Staying on for the year, Efreat split his time between a new business, his magical research and reuniting with Haleen.

Efreat and Haleen joined her companions in destroying the House of the Beast. After great danger and much blood, the Knight Protectors of Kelmarane succeeded in destroying the Gnoll master and gaining a great prize, a powerful magical scroll.

Efreat and Haleen next ventured with their companions to the market city of Katapesh. Along the way, they were attacked mercilessly but to no avail. Upon reaching Katapesh, they enlisted the services of a learned sage in deciphering the scroll. All was not well, the sage was kidnapped and the companions had to overcome the kidnappers. The companions were finally able to open the scroll; however, at great costs.

As the scroll was opened, the companions were sucked into a demiplane. As Efreat fell through the portal, he saw the mad genie general sneer at him as it escaped with its compatriots. When Efreat came to within the prison, he learned that Haleen was not with them and had been lost to him again. Since she disappeared, Efreat has been inpatient and quicker to lash out with his spells; however, that has not been much of a problem as the pocket dimension was full of hostile creatures.

Eventually, the Knights were able to secure their release from the prison plane and found themselves trapped again in the mad genie's palace in the City of Brass. The Knights have been exploring the palace. After rescuing a Madrid genie princess, they were promised a wish but have yet to cash it in. Efreat also learned that the mad genie general has taken Haleen and their sage friend from Katapesh. At a loss, Efreat discovered a divination devise to which he tried to locate Haleen and, for the first time in his life, his departed mother, Inferis; however, the scrying device could not locate either of them at the present time. Efreat continues to explore the palace with his friends with two thoughts on his mind, finding Haleen and punishing anything that has harmed her in his absence.

Planned feat progression:

Spoiler:
5L-craft magic arms and armor
7L-empower spell(b), forge ring
9L-elemental spell(cold)
11L-quicken spell
13L-skill focus(know-planes)(b), selective spell
15L-Craft Staff

Old Equipment:

Spoiler:
Jambiya, Thunderstone x2, Traveler's outfit, Backpack, Bedroll, Chalk x10, flint & steel, belt pouch, Waterskin x2, Whetstone, Ring of the Ram(22), Bracers of Armor +1, Cloak of Resistance +2, Ring of Jumping, Courts of Stone & Flame Book (value 300gp, +4 to know checks w/ genies), Dagger +1, Potion of CLW x2, Turban of Disguise; Headband of Chr +2; Wand of Scorching Ray (11); Amulet of Natural Armor +1; Wand of Magic Missiles 9L(34); Bracers of Armor +2; Ring of Protection +2; Wand of False Life(17); Scroll of Disintegrate

What level appropriate gear would have been at 11L:
+1 Jambiya (2,000gp), Wand of Magic Missile 9L(50) (6,750gp), Potions of Cure Serious Wounds x4 (3,000gp), Ring of Protection +3 (18,000gp), Amulet of Natural Armor +3 (18,000gp), Cloak of Resistance +4 (16,000gp), Headband of Alluring Charisma +4 (16,000gp), Scroll of Disintegration (1,650gp)
Old HP at 11 level was 76