Whispershade

Khar Efran's page

46 posts. Alias of Dakcenturi.


Full Name

Khar Efran

Race

Human

Classes/Levels

Dragon Disciple 3 Sorcerer 5 | AC 17 T 11 FF 16 | HP 59/69 | F +6 R +4 W +7 | Init +7 | Perc +8

Gender

Male

Alignment

NG

Strength 20
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Khar Efran

Khar Ifran
Male Human Dragon Disciple 3 Sorcerer 5
NG Medium Humanoid (human)
Init +7; Senses Perception +8

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Defense
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AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 natural)
hp 69 (3d12+5d6+16)
Fort +6, Ref +4, Will +7
Resist fire 5, dragon resistances

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Offense
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Base Atk +4; CMB +9; CMD 20
Speed 30 ft.
Melee
Masterwork Cold Iron Longspear +10 (1d8+7/x3)
Unarmed strike +9 (1d3+5/x2)

Ranged
Darkwood Light crossbow +6 (1d8/19-20/x2)

Special Attacks
breath weapon (1/day) (dc 15)
dragon bite
magic claws & bite (7 rounds/day)

Spells Known (CL 7):

3 (5/day)
Fireball (DC 19)
Fly
Draconic Reservoir (DC 18)

2 (7/day)
Resist Energy
Flaming Sphere (DC 18)
Scorching Ray
Fire Breath (DC 18)

1 (7/day)
Magic Missile
Shocking Grasp
Mage Armor
Burning Hands (DC 17)
Enlarge Person (DC 15)
Endure Elements

0 (at will)
Acid Splash
Open/Close (DC 14)
Read Magic
Mage Hand
Detect Magic
Prestidigitation (DC 14)
Message

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Statistics
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Abilities:

Str 20
Dex 13
Con 14
Int 14
Wis 10
Cha 18

Feats:

Elemental Focus (Fire)
Elemental Spell (Fire)
Eschew Materials
Improved Initiative
Point Blank Shot
Precise Shot
Spell Focus (Evocation)

[spoiler=Traits]
Reactionary
World Traveler (Diplomacy)

Skills:
Appraise +9 (+11 on items valued by weight when using scales)
Diplomacy +16
Fly +10
Knowledge (arcana) +13
Perception +8
Profession (merchant) +7
Spellcraft +10
Use Magic Device +12

Languages:

Common
Draconic
Elven

SQ bloodlines (draconic [gold dragon [fire]])

Equipment:

Combat Gear
Potion of cure light wounds (5)
Potion of cure moderate wounds (3)
Potion of cure serious wounds (2)
Potion of restoration, lesser (2)
Wand of enlarge person
Acid (2)
Alchemist's fire (2)
Sunrod (10)

Other Gear
Cold Iron Crossbow bolts (50)
Crossbow bolts (50)
Darkwood Light crossbow
Masterwork Cold Iron Longspear
Silver Crossbow bolts (50)
Belt of physical might (Str & Con +2)
Bracers of armor +3
Cloak of resistance +1
Handy haversack (54 @ 76 lbs)
Headband of alluring charisma +2
Backpack, masterwork (6 @ 5 lbs)
Bedroll, Belt pouch (5 @ 10 lbs)
Blanket, winter, Candle (10)
Everburning torch
Flint and steel
Lock, superior
Manacles, masterwork
Merchant's scale
Silk rope (2)
Spell component pouch (5)
Tent, medium
Trail rations (14)
683 GP, 3 SP

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TRACKED RESOURCES
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Acid - 0/2
Alchemist's fire - 0/2
Breath Weapon (1/day) (DC 15) (Su) - 0/1
Cold Iron Crossbow bolts - 0/50
Crossbow bolts - 0/50
Magic Claws & Bite (7 rounds/day) (Ex) - 0/7
Potion of cure light wounds - 0/5
Potion of cure moderate wounds - 0/3
Potion of cure serious wounds - 0/2
Potion of restoration, lesser - 0/2
Silver Crossbow bolts - 0/50
Sunrod - 0/10
Trail rations - 0/14
Wand of enlarge person - 0/50
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Special Abilities
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Breath Weapon (1/day) (DC 15) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 15.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Draconic (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magic Claws & Bite (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage. Bite attack deals 1d6 damage.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Background:
Khar is used to life on the road. Being a son to a travelling merchant he often found himself in rare locals. At a young age it became very apparent of his skills with magic and although he need not study books to use the arts, he had a great natural talent form magic.
Khar never knew his father, growing up with his mother instead. After forming business contacts of his own he struck out to expand the family business and move north from Ketapesh to new trade opportunities.

Always having a great love for history and adventure Khar more often than not found himself delving into tombs and dungeons, helping out townsfolk and generally getting into mischief while those he employed handled most of the mundane tasks of his business.

Now he finds himself at the mages guild, hunting after some new arcane knowledge.