About FlaerMale Ifrit Sorcerer 14
COMBAT:
HP 100 (14d6+42)
AC 16 (20 MA), Touch 16, FF 11 (15 MA) Resist fire 20; SR 20 Initiative +5 Speed 60' BAB +7, CMB +5, CMD 21 = 10 +7-2+5+1 Special Attacks:
SAVES:
Spell Resistance (20)
FORT +12 = +4 +3 +3 +2 REFLEX +12 = +4 +5 +3 WILL +10 = +9 -2 +3 SKILLS:
RANKS 56 (2+1+1)x14
+5 Acrobatics DEX(5) (+17 to jump) +9 Appraise 5+INT(1) +20 Bluff 8+CHA(9) -2 Climb* STR(-2) +26 Diplomacy 14+CHA(9) (+27 to gather information) +9 Disguise CHA(9) +5 Escape Artist DEX(5) +14 Fly* 2+DEX(5)+4 -2 Heal* WIS(-2) +15 Intimidate 3+CHA(9) +5 Knowledge: Arcana 1+INT(1) -- Knowledge: Local INT(1)+1 +5 Knowledge: the Planes 1+INT(1) -- Linguistics INT(1) -2 Perception* WIS(-2) +5 Ride DEX(5) -2 Sense Motive* WIS(-2) +18 Spellcraft* 14+INT(1) +5 Stealth DEX(5) -2 Survival* WIS(-2) -2 Swim STR(-2) +20 Use Magic Device 8+CHA(9) FEATS:
1st Eschew Materials (Sor)
1st Spell Focus: Illusion 3rd Greater Spell Focus: Illusion 5th Expanded Arcana 2 x 1st Level Spells 7th Empower Spell (Sor) 7th Expanded Arcana 2 x 2nd Level Spells 9th Expanded Arcana 2 x 3rd Level Spells 11th Selective Spell 13th Great Fortitude (Sor) 13th Expanded Arcana 2 x 5rd Level Spells TRAITS:
Adopted
Eastern Mysteries (1/day) Well-Informed: Diplomacy SPECIAL ABILITIES:
Ifrit +2 Dex, -2 Wis, +2 Cha Damage Resistance, Fire (20) You have the specified Damage Resistance against Fire attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Eastern Mysteries (1/day) 1/day, add +2 to a spell's DC. Well-Informed: Diplomacy +1 Gather Information and Knowledge (Local), and one of these is a class skill. Elemental Affinity (fire) (Ex) Sorcerers of this race with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Elemental: Fire You may change any energy spell to use [Fire] energy. Elemental Blast (18d6 fire, 2/day, DC 29) (Sp) As a standard action, deal dam in 20 ft. burst up to 60 ft. away (Ref half). Elemental Ray (13/day) (Sp) Ranged touch attack deals 1d6+9 Fire damage Elemental Movement (Su) Gain an enhanced move (+30' base speed) Spell Focus: Illusion Spells from one school of magic have +1 to their save DC. Greater Spell Focus: Illusion +1 to the Save DC of spells from one school. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Selective Spell You can cast a spell that does not affect some targets within its area. Fly (40 feet, Good) You can fly! Spell Resistance (20) You have Spell Resistance. SPELLS PREPARED:
Sorcerer Spell DC: 20 + spell level
CL: 14 (vs.SR: +14, Concentration: +24) Melee Touch +5, Ranged Touch +12 Spells per day: Cantrips any; 1st 9 (6+3); 2nd 9 (6+3); 3rd 8 (6+2); 4th 8 (6+2); 5th 8 (6+2); 6th 7 (5+2); 7th 4 (3+1)
EQUIPMENT:
Backpack, Masterwork (6 @ 11.5 lbs)
Bedroll Blanket, winter Candle Case, map or scroll (9 @ 1 lbs) Chalk, 1 piece Cold weather outfit Courtier's outfit Ink (1 oz. vial, black) Inkpen Jewelry (50gp for Courtier's outfit) Jewelry (50gp for Noble's outfit) Noble's outfit Paper (sheet) Parchment (sheet) (2) Pouch, belt (1 @ 0.5 lbs) Powder Rations, trail (per day) Sealing wax Signet ring Soap (per lb) Total (16,149gp, 2sp, 3cp) MAGIC EQUIPMENT:
Belt of Physical Might +4 (Dex, Con) Cloak of Resistance +3 Headband of Alluring Charisma +6 Ring of Protection +1 Robe of Arcane Heritage Scarab of Protection (9 uses) Scroll of cure moderate wounds Scroll of flaming sphere Scroll of lesser restoration Wand of detect secret doors (13 charges) Wand of mage armor (4 charges) Wand of magic missile (12 charges) Wand of stone shape (5 charges) CASH:
45203 GP, 2 SP, 7 CP, 100 GP of Valuables BACKGROUND:
“BOY!”
Morthos looked up from the book he was reading on the Draconic Rites of Arkhosia and grimaced. He hid the book behind a stone in the back of the fireplace, ignoring the burning flames, then shook his hands twice and with a primal word the soot and ash covering him vanished. He bounced down the steps three at a time and almost smashed into Cuthdon’s round, red, wheezing face. “What took you so long?” Cuthdon was panting and puffing more than usual and he was leaning heavily against the wall with one hand while the other hand clutched his precious staff for support. “I’m ever so sorry, Master Everett,” bowed Morthos. “How can I be of service now?” “Help me to my study. I’ve got to get those salves ready for Lady Thurnal by tomorrow.” Morthos placed an arm under Cuthdon’s ample frame and helped him up the stairs to the heavy oak door to the study that was always supposed to be locked. Cuthdon took out his keys, unlocked the door and almost fell into the room. Morthos helped him to his desk and looked round at the utter mess in which the room lay. Any other person may have believed the room to have been trashed by a horde of drunken ogrekin wrestling in plate armour but, much to Morthos surprise, Cuthdon actually seemed to prefer the room in this state. “You’ve been in my study again,” Cuthdon announced as he sank into his chair. He sighed as the seat creaked and with a deft flick of his hand, his staff floated slowly across the room and rested in a corner. Morthos had given up denying his intrusions years ago. “Of course Master Everett. You wanted me to deliver that Scroll for Lord…” “I left that on the table downstairs.” “I did eventually find it under the downstairs table. The wind must have…” “So you thought you’d poke around in here again. Dunno why I bother locking the door. Where are my Draconic Rites?” Cuthdon glared at a pile of mess that looked much like any other patch of floor in the room. “I do keep that door locked for a reason, you know.” Cuthdon burst into a fit of coughing and Morthos retreated slowly towards the door. “Is there anything else you require, Master?” asked Morthos, praying for a no so he could get back to the ritual he had just found. “Yes. Go to Deetol and Barvis’ and fetch me some more of my medicine. And some more herbs. Here’s a list.” Cuthdon pulled a scrap of parchment from somewhere on the desk and thrust it forward. Morthos plucked it from his grasp and exited as quickly as dignity would allow. Normally, Morthos enjoyed visiting the apothecary of Deetol and Barvis’ and browsing the shelves of strange unguents, herbs and potions, but today he only wanted to return to his book and to avoiding Cuthdon. Since Deetol had passed away, old man Barvis was teaching his daughter what every powder and solution did and how they could be prepared, applied and used. Shawna was often pleased to pass on this information to Morthos when he wasn’t eavesdropping, though sometimes Morthos received the impression that Shawna would rather he asked her about other things occasionally. Shawna beamed at Morthos as he entered.
As he hurried home, Morthos wondered why Shawna seemed to like him. He was seventeen, about Shawna’s age, and he wasn’t unattractive. He was tall but with an average build, so his height made him look a little thin. His face had fine features, a slightly protruding jaw, strong nose and high cheekbones. His fiery blonde hair was almost as long as Shawna’s. However, his skin was the red colour of a pale human who had been severely burnt by the desert sun, his pupil-less eyes were the red of dark cherries, and his horns were rust iron red. Most humans disliked ifrits just on principle. But his race didn’t seem to matter to Shawna, and this was both pleasant and disconcerting at the same time. At least when humans disliked him, Morthos knew where he stood and could easily judge their petty wants and inadequate needs and play to them where necessary.
Morthos climbed the last few steps to Cuthdon’s study and knocked on the closed door. There was no reply so he knocked again. It wouldn’t have been the first time Cuthdon had fallen asleep at his desk. Still nothing, so Morthos called out. Cuthdon must have left, which seemed unusual given he was supposed to be preparing salves. Maybe he had forgotten something and gone out to get it. After further silence, Morthos fished out the spare study key he had had Jethar Dawson smith for him under the pretence that Master Everett needed another one. Morthos quietly turned the key in the lock and gently pushed the door open. Sure enough, Cuthdon was sprawled out on the desk, his bulk almost as large as the desk itself. Morthos approached him with the bag of medicines and herbs.
Morthos’ first instinct was to tell someone, but whom? The town watch had treated him with as much contempt as any other town watch, until Cuthdon had threatened to speak to his friend the mayor and have the main instigators sacked. What would they do to him now? Maybe they’d even think Morthos was responsible for Cuthdon’s death. And even if they didn’t lock him up, Morthos couldn’t just stay. Whoever Cuthdon had willed his stuff to would eventually show up and probably sell him off with all the other property. Well, Morthos wasn’t going to let that happen. He grabbed a backpack, shoved some clothes inside it and was almost out the door when he realised he’d be seen and would have to wait for nightfall. When night fell on the town of Tuneldin a lone figure dressed in a dark hooded cloak, carrying a staff and a backpack, left Cuthdon’s house and headed towards the south gate out of town. He weaved quickly and silently through the back streets and alleyways until he found himself outside a sprawling mansion. He climbed a wall, jumped carefully down the other side and quickly crossed the open ground, till he was under a side window on the first floor of the building. A flourish of the hand, a forceful point and a flare of light burst outside the window like a small campfire tinder suddenly taking. A moment later, the window opened and a sleek red face appeared topped by a pair of curving horns and framed by fine silky black hair that blended with the night. She grinned showing sharp white teeth, then gently swung a long leg onto the windowsill. He watched appreciatively as her lithe form deftly found footholds on the wall and she lowered herself smoothly to the ground. There was a reason Ea Porter was called Grace.
HISTORY:
#3-18: The God's Market Gamble
#3-21: The Temple of Empyreal Enlightenment #4–01: Rise of the Goblin Guild #3-EX: The Cyphermage Dilemma
#49: Among the Dead
#2-17: Shades of Ice—Part II: Exiles of Winter
#5–09: The Traitor’s Lodge
#2-24: Shadows last stand: Web of Corruption
#6-03: The Technic Siege
#4-12: The Refuge of Time
#38: No Plunder,No Pay
#6-20: Returned to Sky
#7-00: The Sky Key Solution
#46: Eyes of the Ten-Part I: Requiem for the Red Raven
#2-05: Eyes of the Ten-Part III: Red Revolution
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