Baron Galdur Vendikon

Heshan Antar's page

1,231 posts. Alias of Patrickthekid.


Full Name

Heshan Antar NG Male Human Djinni Sorcerer 14

Race

AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103

Classes/Levels

F +11 R +12 W +14

Strength 10
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 10
Charisma 27

About Heshan Antar

Heshan Antar
Male human (Djinni) sorcerer 14
NG Medium humanoid (human)
Init +4
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Defense
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AC 17, touch 17, flat-footed 10 (+2 Dex, +1 dodge, +4 bracers)
hp 103 (13d6+42)
Fort +11, Ref +12, Will +14;
electricity resistance 20
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Offense
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Speed 30 ft.
Melee quarterstaff +7/+2 (1d6×2) or
Ranged light crossbow +8/+3 (1d8/x3)
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Spells
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7th (3/day): Greater Black Tentacles
6th (4/day): Sirocco, Chain Lightning, Greater Dispel Magic
5th (7/day): Shadow Evocation, Overland Flight, Teleport, Wall of Stone
4th (7/day): Black Tentacles, Confusion, Greater Invisibility, Wall of Fire
3rd (7/day): Dispel Magic, Fireball, Fly, Minor Creation, Slow, Stinking Cloud
2nd (7/day): Glitterdust, Invisibility, Mirror Image, Protection from Arrows, Scorching Ray, Web
1st (8/day): Color Spray, Feather Fall, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp
0th: Breeze, Dancing Lights, Detect Magic, Jolt, Mage Hand, Prestidigitation, Resistance
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Statistics
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Str 10, Dex 14, Con 15, Int 12, Wis 10, Cha 21
Base Atk +7; CMB +8; CMD 18

FEATS

Improved Initiative, Toughness, Dodge, Eschew Materials, Still Spell, Empower Spell, Shocking Amplification, Flaring Spell, Lightning Reflexes, Spell Penetration
TRAITS
Genie Blood (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.

Seeking Adventure:
The Pathfinder Society has long intrigued you—tales of the exotic lands and strange discoveries made by Pathfinders have enchanted your dreams and fired your imagination since childhood. When Pathfinders came through your village or neighborhood, they immediately enthralled you with their stories and knowledge. Yet at the time, you were far too young to join them, and when they left for adventure you had to stay behind. Now that you are of age, you’ve traveled to Absalom to apply for membership. The application process went well, and you’re now a full member. Your first assignment is to accompany Garavel’s group to Kelmarane—the Pathfinder Society has heard rumors of several ancient structures in the area, including a ruined monastery once dedicated to Sarenrae, and would like to learn more about them. Even more pressing is the mystery of what brought about Kelmarane’s ruin in the first place—reports of which are vague at best. If you can determine the cause of the village’s abandonment so many years ago, you’re sure the Society would be impressed. You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture-captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action

Skills: +17 Appraise, +23 Bluff, +20 Diplomacy, +17 Knowledge (arcana), +9 Perform (dance), Sleight of Hand +14, Spellcraft +17

Languages Common, Kelish

Items: quarterstaff, dagger +1, light crossbow, arrows (32), wayfinder, ring of feather falling, amulet of health +2, +6 headband of charisma,
+4 Cloak of Resistance, Pale Green Prism Cracked Ioun Stone (+1 Competence to Saves), Circlet of Persuasion
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Electricity Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain electricity resistance 10. Your electricity resistance increases to 20 at 9th level.

Whirlwind (Su): At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level.