Corvin Tergsvor

Jonuli Mudarch's page

121 posts. Alias of trawets71.


Full Name

Jonuli Mudarch

Race

Suli

Classes/Levels

Sorcerer 5/Dragon Disciple 5| AC 22 T 13 FF 21 CMD 24 | HP 82/96| F +10 R +7 W +11; | Init +3 | Perc +14 (Darkvision 60', Blind Sense 30', Low-Light Vision)

Gender

Male

Size

Medium

Age

25

Alignment

Neutral Good

Deity

Desna

Languages

Common, Draconic, Terran

Strength 22
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 18

About Jonuli Mudarch

Character Sheet:

Medium Outsider (Native)
Init +3; Blindsense 30, Darkvision 60’, Low-Light Vision; Perception +14

DEFENSE

AC 22, touch 13, flat-footed 21 (+4 armor, +2 deflection, +1 dex, +5 natural)
hp 96 (5d6+5d12+30+10)
Fort +10, Ref +7, Will +11
Resistance: acid 7, cold 7, electricity 7, fire 12

OFFENSE
Speed: 30 ft
Ranged: +1 Sling +7 (1d4+7) range: 50'
Melee: 2 Claws +12 (1d6+7) and bite +12 (1d6+11) or Adamantine Dagger +12 (1d4+6/19-20/X2)

Statistics

Str 22, Dex 12, Con 16, Int 12, Wis 12, Cha 18
Languages:Common, Draconic, Ignan
Base Atk +5; CMB +11; CMD 24

Skills
Craft: Calligraphy +14 (B10), Kn: Arcana +14 (10), Perform: Sing +17 (B10), Perception +14 (10), Spellcraft +14 (10), UMD +17 (10) . Total: 40 B: 20
Favored Class: Sorcerer +1 skill point per level
Dragon Disciple +1 skill point per level

Stat Increases:
4th: Int
8th: Con

Sorcerer Abilities:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

Dragon Type Energy Type Breath Shape

Gold Fire 30-foot cone

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Dragon Disciple:

Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.

Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.

Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Dragon Form (Sp): At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

Wings (Su): At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

Spells Known:

Cantrips (9)

Dancing Lights
Detect Magic
Disrupt Undead
Ghost Sound
Mage Hand
Message
Prestidigitation
Ray of Frost
Read Magic

1st Level (5)

Burning Hands
Mage Armor B
Magic Missile
Shocking Grasp
True Strike
Vanish

2nd Level (4)

Elemental Touch
Glitterdust
Mirror Image
Resist Energy B
Scorching Ray

3rd Level (3)

Fireball
Fly B
Greater Magic Weapon
Haste

4th Level (2)

Dimension Door
Fear B
Fire Shield

5th Level (1)

Cone of Cold

Feats and Traits:

FEATS
1- Eschew Materials (class bonus)
1- Favored Prestige Class: Dragon Disciple
3- Intensified Spell
5- Prestigious Spellcaster: Dragon Disciple
7- Prestigious Spellcaster: Dragon Disciple
7- Toughness (class bonus)
9- Dimensional Agility
10- Quicken Spell (class bonus)

SULI RACIAL TRAITS

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.
Native Outsider: Sulis are outsiders with the native subtype.
Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sulis have a base speed of 30 feet.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.

TRAITS

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Gear:

Adamantine Dagger 3002gp (1#), +1 Sling 2300 gp, 20 Sling bullets .2 (10#) Bedroll .1gp (5#), Winter blanket 5sp (3#), Scroll Case 1gp (.5#), 50’ Silk rope 10gp (5#), flint and steel 1gp, ink 8gp, inkpen 1sp, a mess kit 2sp (1#), soap 1cp (.5#), 12 days trail rations 6gp (12#), waterskin 1gp (4#), Medium Tent 15gp (30#). 5345.11

Scrolls: 2 Endure Elements 50 gp, 2 Air Bubble 50 gp, Crafter’s Fortune 25 gp, Expeditious Retreat 25 gp, Feather Fall 25 gp, Grease 25 gp, Long Arm 25 gp, Shield 25 gp, Detect Thoughts 150 gp, Locate Object 150 gp 550

Wand of Shield (50) 750 gp
Wand of Cure Light Wounds (50) 750 gp 1500

2 Potions of Cure Moderate Wounds 600 gp
4 Potions of Cure Light Wounds 200 gp 800

Spellbook of Kulthor Loqutis 2,195 gp
5th: beast shape III, break enchantment, mage’s private sanctum
4th: charm monster, ice storm, lesser globe of invulnerability, remove curse
3rd: blink, lightning bolt, nondetection, vampiric touch
2nd: acid arrow, blur, continual flame, darkness, knock, rope trick
1st: animate rope, ant haul, comprehend languages, detect secret doors, enlarge person, floating disk, identify, protection from evil, ray of enfeeblement

Handy Haversack 2,000 gp (5#)
+2 Belt of Physical MIght (Str and Con) 10,000 gp (1#)
Mnemonic Vestment 5,000gp (1#)
+1 Amulet of Mighty Fists and +1 Natural Armor 8,000 gp
+3 Cloak of Resistance 9,000gp (1#)
+2 Ring of Protection 8,000gp
+2 Headband of Alluring Charisma 4,000gp (1#)

Permanency
Darkvision 5,375 gp

234 gp, 8 sp, 9 cp

Total: 74# (100/200/300)

Backstory:

Jonuli was born a slave in Calimshan in the household of the powerful Pasha Al Hussien. Jonuli had an older sister, Jasmine and they were raised mostly by the enslaved genies of the household Jonuli hated how the slaves, mortal and genie, were treated. He was trained as a singer and scribe and was expected to make the Pasha even richer due to his voice. While Jonuli had relative freedom he never tried escaping as that would leave his sister behind. Jasmine was sold when Jonuli was thirteen. Jonuli missed his sister greatly and escaped from his bondage while with his owner’s entourage was in Waterdeep. The captain of a nearby ship saw his plight as a slave and had him grabbed and thrown on his ship as it was departing. In the chaos of the Pasha’s ship’s unloading he wasn’t noticed being gone until he was well out of Waterdeep.

Captain Moses explained he was now free to go wherever he wanted but should stay in the lead lined room he was in until they reached the next port so he couldn’t be found by magic. Jonuli chose to stay with the Captain’s brother, Joshua, in Suzail. When he came of age Jonuli started searching for his sister. He managed to get information from the Thayan enclave in Waterdeep that his sister had been sold into a family in Mulhorand. After travelling there he found he was too late as she had been sold to Zhentil Keep.

He assisted in getting the Zhentarim out of Daggerdale and was able to ascertain that his sister was now in the hands of the drow. He is currently looking for a group heading into the Underdark.

Daily Resources:

1st Level: 7 Used: 2
2nd Level: 7 Used: 0
3rd Level: 7 Used: 2
4th Level: 6 Used: 0
5th Level: 3 Used: 1

Claws: 8 rnd/day Used: 2
Breath Weapon 10d6 (DC 20): 2/day Used: 0

Dice:

[dice=+1 Sling1d20+7[/dice] [dice=Damage]1d4+7[/dice]
[dice=Claw 1]1d20+12[/dice] [dice=Damage]1d6+7[/dice]
[dice=Claw 2]1d20+12[/dice] [dice=Damage]1d6+7[/dice]
[dice=Bite]1d20+12[/dice] [dice=Damage]1d6+10+1[/dice]
[dice=Claw 1 PA]1d20+12-2[/dice] [dice=Damage]1d6+6+4[/dice]
[dice=Claw 2 PA]1d20+12-2[/dice] [dice=Damage]1d6+6+4[/dice]
[dice=Bite]1d20+12-2[/dice] [dice=Damage]1d6+9+4[/dice]
[dice=Adamantine Dagger]1d20+12[/dice] [dice=Damage]1d4+6[/dice]
[dice=Perception]1d20+14[/dice]
[dice=Craft: Calligraphy]1d20+14[/dice]
[dice=Kn: Arcana]1d20+14[/dice]
[dice=Perform: Sing]1d20+17[/dice]
[dice=Spellcraft]1d20+14[/dice]
[dice=UMD]1d20+17[/dice]
[dice=Fort Save]1d20+10[/dice]
[dice=Reflex Save]1d20+7[/dice]
[dice=Will Save]1d20+11[/dice]
[dice=Overcome SR]1d20+10[/dice]