Sajan Gadadvara

Kalim Gudlavaletti's page

1,606 posts. Alias of joerice.


Full Name

Kalim Gudlavaletti

Race

Human

Classes/Levels

Sorcerer (Aberrent-Blooded) 16

Gender

AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin

Size

Spells/Day: 1 (8), 2 (8), 3 (8), 4 ( 8), 5 (7) 6 (7) 7 (6) 8 (4) Acid Ray: 10/day Ranged: Ray Touch Attacks +11

Age

31

Alignment

CN

Deity

The Void

Languages

Common

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

About Kalim Gudlavaletti

Male Rahadoumi Aberrent-Blooded Sorcerer 16
CN Medium Humanoid (human)
Init +4; Perception + 4
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Defense
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AC 24 (28 w mage armor),22(26 w mage armor) touch , 20 (25 w mage armor)flat-footed +4 Shield
hp 105
Fort +8, Ref +8, Will +13
Spell Resistance 26
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Offense
BAB +8/+3
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Speed 30 ft.
Melee: +1 Spell-Storing Cold Iron Longspear Dānava kā vināśa +11/+6(1d8+1), reach
Melee: mwk longspear +10/+4 (1d8), reach
Melee: mwk dagger +9/+4 (1d4)
Melee: Su'ara kasā'ī (+1 boar spear) +11/+6 (1d8+1), brace
Ranged: mwk dagger +10/+5 (1d4)
Ranged: Ray Touch Atacks +11
Ranged: Acid Ray +11 (1d6+7)
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Statistics
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Str 10 , Dex 14, Con 12, Int 10, Wis 15, Cha 29
Base Atk +8/+3; CMB 8; CMD 20
Feats: Eschew Materials (Sorcerer Free Feat), Weapon Focus (Spear), Toughness, Weapon Focus (Ray), Point Blank Shot, Precise Shot, Skill Focus Knowledge Dungeoneering, Dazzling Display, Spell Focus Illusion, Aberrant Tumor, Combat Casting, Spell Penetration, Greater Spell Penetration (+28)
Traits: Scholar of Ruins
Skills: Intimidate 28 (9+16+3), Knowledge Arcana 5 (0+2+3), Knowledge Dungeoneering 26 (0+3+16+1+6), Spellcraft 18 (0+16+3), Profession Cartographer +4 (2+1+1), Knowledge Geography +6 (0+1+3+1+1)
Languages: Common
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Spells and Special Abilities
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Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid 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. (12/day)

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Ranged: Ray Touch Attacks +10

Spells Known:
0: Daze DC19, Message, Acid Splash, Detect Magic, Resistance, Bleed, Drench, Touch of Fatigue, Disrupt Undead
1 (8/day): Mage Armor (14 hours/day), Ray of Enfeeblement (1d6+5) DC19, Enlarge Person, Shocking Grasp (5d6), Shield (14 minutes/day)
2 (8/day)Touch of Idiocy, See Invisibility, Scorching Ray (3 Rays, 4d6, 50 foot range), Acid Arrow (2d4 for 8 rounds), Hypnotic Pattern (DC 22)
3 (8/day) Excruciating Deformation DC 21 (2d6, 1 Dex, 1 Con, -10 feet speed for 14 rounds), Tongues, Fireball (10d6) DC21, Hold Person DC 21 (14 rounds), Psychic Leech (14 rounds, DC 21)
4 (8/day) Enervation (1d4 negative levels, range 50), Black Tentacles (CMB 16), Phantasmal Killer DC24
5 (7/day) Suffucation DC 23, Communal Stoneskin (150), Feeblemind (range 210 ft, DC 23), Acidic Spray, Angelic Aspect
6 (6/day) Disintegrate, Veil, Undead to Death DC 24, Chain Lightning
7 (5/day) Limited wish, Plane Shift, Resonating Word
8 (4/day) Polar Ray

Bhagavāna Kī Ulṭī, Tumor Rhamphorhynchus:
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE
AC 23, touch 15, flat-footed 19 (+3 Dex, +2 size +8 Natural Armor)
hp 49
Fort +5, Ref +10, Will +11
Defensive Abilities evasion, improved evasion, SR 20

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +10 (1d3–2)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop

STATISTICS
Str 6, Dex 17, Con 11, Int 13, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11, Intimidate 14 (0+14), Knowledge Arcana 2, Knowledge Dungeoneering 14 (0+14), Spellcraft 14, Profession Cartographer +2, Knowledge Geography +2

SPECIAL ABILITIES
Sudden Swoop (Ex)

If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance 20 (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar

EQUIPMENT:
Su'ara kasā'ī (+1 boar spear)
mwk longspear
headband of alluring charisma +4
mwk backpack
bedroll
blanket
40 pieces chalk
Anti-Plague x2
Vermin Repellent x3
Alkali Flask x2
Explorer's Outfit
Potion of Endure Elements x2
Potion of Enlarge Persion
Waterproof Scroll case Containing:Scroll of Air Bubble, Scroll of Comprehend Languages x2, Scroll of Command Undead
(3 )CLW potions each (1d8+3)
(2) CMW potion (2d8+6)
potion of magic weapon (1)
vial anti-toxin (1)
Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
Candles (5)
Ornate Robes (+2 armor +2 saves)
+1 Spell Storing cold iron longspear
Brooch of Natural Armor +4
Jingasa of the Fortunate Soldier
Ring of Protection +3
Ring of Force Shield
Pink and Green Sphere Ioun Stone
Belt of Dexterity +2
Slippers of Spiderclimb

Eye of the Void:
The eye of the void normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15-foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.

Longarm Bracers

73.10 GP