Wizard

Hassan Salim Al'Farouq's page

1 post. Alias of Vanulf Wulfson.


Full Name

Hassan Salim Al'Farouq

Race

Human

Classes/Levels

Sorcerer (Elemental: Air)/1

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common Kelish, Orisani

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 18

About Hassan Salim Al'Farouq

Height: 5' 9" Weight: 155 lbs. Hair: Black Eyes: Blue

Background:

Favored Class:

1 Druid: +1 Skill point

Experience: 0
Hit Points: 9

Initiative: +2

AC:12 Touch: 12 FF: 10
Armor/Protective Item: (Armor Bonus: Max Dex: ; Armor Check: ; Type: ; Weight: )
Shield/Protective Item: (Shield Bonus: ; Armor Check: ; Weight: )

Protective Item:

Speed: 30' (6 squares)

Saves:
Fortitude:
Reflex:
Will:

BAB: +0
CMB:
CMD:

Weapons:

Scimitar
Attack: +1 Damage: 1d6+1 Critical:18-20/x2 Range: 0' Type: S Special:

Shortspear
Attack: +1 (+2 Ranged) Damage: 1d6+1 Critical: 20/x2 Range: 20' Type: P Special:

Sling
Attack: +2 Damage: 1d4+1 Critical: 20/x2 Range: 50' Type: B Special:

Skills:

Acrobatics: +1 (Ability (Dex): 2 ; Rank: 0 ; Misc.: -1 )
Appraise: +2 (Ability (Int): 2 ; Rank: 0 ; Misc.: 0 )
Bluff: +0 (Ability (Cha): 0 ; Rank: 0 ; Misc.: 0 )
+Climb: +4 (Ability (Str): +1 ; Rank: 3 ; Misc.: 0 )
+Craft: (Ability (Int): ; Rank: ; Misc.: )
Diplomacy: +0 (Ability (Cha): 0 ; Rank: 0 ; Misc.: 0 )
Disable Device*:
Disguise: +0 (Ability (Cha): 0 ; Rank: 0 ; Misc.: 0 )
Escape Artist: +1 (Ability (Dex): 2 ; Rank: 0 ; Misc.: -1 )
+Fly: +1 (Ability (Dex): 2 ; Rank: 0 ; Misc.: -1 )
+Handle Animal*: +4 (Ability (Cha): 0 ; Rank: 1 ; Misc.: +3 )
+Heal: +8 (Ability (Wis): 4 ; Rank: 1 ; Misc.: 3 )
Intimidate: +0 (Ability (Cha): 0; Rank: 0 ; Misc.: 0 )
Knowledge (arcana)*:
Knowledge (dungeoneering)*:
Knowledge (engineering)*:
+Knowledge (geography)*: +6 (Ability (Int): 2 ; Rank: 1 ; Misc.: 3 )
Knowledge (history)*:
Knowledge (local)*:
+Knowledge (nature)*: +6 (Ability (Int): 2 ; Rank: 1 ; Misc.: 3 )
Knowledge (nobility)*:
Knowledge (planes)*:
Knowledge (religion)*:
Linguistics*:
+Perception: +8 (Ability (Wis): 4 ; Rank: 1 ; Misc.: 3 )
Perform: +0 (Ability (Cha): 0 ; Rank: 0 ; Misc.: 0 )
+Profession*:
+Ride: +1 (Ability (Dex): 2 ; Rank:0 ; Misc.: -1 )
Sense Motive: +4 (Ability (Wis): 4 ; Rank: 0 ; Misc.: 0 )
Sleight of Hand*:
+Spellcraft*: +6 (Ability (Int): 2 ; Rank: 1 ; Misc.: 3 )
Stealth: +1 (Ability (Dex): 2 ; Rank: ; Misc.: -1 )
+Survival: +8 (Ability (Wis): 4 ; Rank: 1 ; Misc.: 3 )
+Swim: +0 (Ability (Str): 1 ; Rank: 0 ; Misc.: -1 )
Use Magic Device*:

+ Class Skill / * Trained only

Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats:

Augment Summoning: Your summoned creatures are more powerful and robust. Prerequisite: Spell Focus (conjuration). Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Traits:

Genie Blood (Air) (Human—Keleshite): One of your ancestors was genie-kind. Select an element (air, earth, fire, or water). You gain a +1 trait bonus on saving throws against attacks that utilize that element (cold for air, acid for earth, fire for fire, and electricity for water), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype.

Gnoll Killer: You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your first gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further— perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately. You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Gear & Money:

Arms & Armor:

Gear:

Money:
CP:
SP:
GP:
PP:

Gems & Jewelry:

Magic Items: