Rayhan Xobhadi

Farooq El-Amin's page

86 posts. Alias of Fanguar.


Classes/Levels

Male Human Wizard 1, hp 8/8, AC 11, (T11/FF10), Init +6, Perc +2. F+1/R+2/W+2

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About Farooq El-Amin

Farooq El-Amin
Male Human (Keleshite) Wizard 1
LN Medium humanoid (human)
Init +6; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft.
Wizard Spells Prepared (CL 1st; concentration +6):
. . 1st—burning hands[S] (DC 17), burning hands (2, DC 17), mage armor
. . 0 (at will)—acid splash, dancing lights, detect magic
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Statistics
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Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, reclaiming your roots
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +2, Sense Motive +2, Spellcraft +9
Languages Auran, Celestial, Common, Ignan, Infernal, Kelish, Terran
SQ arcane bonds (arcane bond [familiar]), intense spells, opposition schools (enchantment, necromancy), specialized schools (admixture), versatile evocation
Other Gear 70 gp
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Special Abilities
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Admixture Associated School: Evocation
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

SPECIAL ABILITIES
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Admixture:

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su):[/i] At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
Opposition Schools: Enchantement and Necromancy

Spell Book:

0 Level: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage hand, Mending, Message, Open/Close,, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark,

1st Level: Burning Hands, Comprehend Languages, Endure Elements, Grease, Mage Armour, , Mount, Shield, Silent Image

Skitter(Greensting Scorpion Familiar):

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

[b]DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 8
Fort +2, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar

The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.


Familiar Traits:

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


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RACIAL TRAITS
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Skilled Gain 1 skill point per level.
Bonus Feat Gain a bonus feat at 1st level.

Appearance:
Farooq is a bald, dark-skinned human of Kalashite descent. Of middling height, years spend bent over aged scroll have given him a slight stoop that makes him seem even shorter. His face is lined and wrinkled from the hours spent plotting the movements of the sun and trekking through the desert looking for this ruin or that. He keeps a long, neatly trimmed beard in which his familiar, Skitter, usually dozes.

Personality:

In short, Farooq is a distracted scholar. He is prone to deep contemplation when not actively engaged, and has the tendency to trip over things in plain sight and walk into door jambs or markets stands. In conversation, he has a plethora of useful tidbits of arcane knowledge and is more than happy to ramble on until someone tells him to stop. He believes that knowledge must be shared so that it is not lost and freely gives up his, whether anyone has asked or not.