Cleric of Milani

Tiresias Iqbar's page

41 posts. Alias of panegyric.


Full Name

Tiresias Iqbar

Race

| HP 8/8 | AC 15 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 10 | Fort. +1, Ref. +1, Will +2, +4 vs enchantment | Init. +8 | Perc. +6, Sense Motive 0

Classes/Levels

| Speed 30ft | Diviner's Fortune: 7/7 | Spells: 1st 3/4 | Active conditions: Mage Armour

Gender

CG Male Half-elf (Osirian) Diviner 1

Size

medium

Age

45

Alignment

CG

Languages

Aklo, Celestial, Common, Draconic, Elven, Orc, Read Lips

Occupation

Fortune Teller

Strength 8
Dexterity 12
Constitution 12
Intelligence 20
Wisdom 11
Charisma 10

About Tiresias Iqbar

statistics:

Tiresias Iqbal
Male Half-Elf diviner 1
CG Medium humanoid (elf, human)
Init +8, Senses low-light vision; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 8 ((1d6)+2)
Fort +1, Ref +1, Will +2, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee quarterstaff -1 (1d6-1)
Ranged crossbow, light +1 (1d8/19-20)

Prepared Spells
Wizard (CL 1st; concentration +5)
1st-mage armor(DC 15), magic missile, silent image(DC 15), *true strike(DC )
0th-ghost sound(DC 14), ray of frost, *detect magic

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STATISTICS
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Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 10,
Base Atk +0; CMB -1; CMD 10
Feats Improved Initiative, Scribe Scroll, Skill Focus (Perception)
Skills Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Local) +8, Perception +6, Spellcraft +8, Use Magic Device +5,
Traits Dangerously Curious, Reactionary,
Languages Aklo, Celestial, Common, Draconic, Elven, Orc, Read Lips
SQ adaptability, arcane bond, arcane school, bonded object, cantrips, divination school, diviner's fortune, elf blood, elven immunities, enchantment opposition school, forwarned, keen senses, low-light vision, multitalented, necromancy opposition school,
Combat Gear rations (trail/per day) (2), candle (5),
Other Gear glass amulet (bonded item), quarterstaff, outfit (monk's), spell component pouch, spellbook (tiresias), pouch (belt), crossbow, light, bolts, crossbow (10) (2), sack, bedroll, waterskin, chalk (1 piece) (5), flint and steel, 8.45 gp
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Arcane School

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Divination School You have chosen to specialize in divination spells.

Diviner's Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1 for one round. You can use this ability 7 times per day.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Forwarned (Su) You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

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.

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Spellbook (Tiresias)
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Wizard Spells
1st -color spray, identify, mage armor, magic missile, obscuring mist, silent image, summon monster i, *true strike
0th -flare, resistance, ghost sound, message, arcane mark, open/close, light, ray of frost, detect magic, dancing lights, read magic, prestidigitation, mage hand, detect poison, mending, acid splash

background:

Tiresias is part of a small group of osirian wizards who work for the ruby prince advisors. Though their advice is solemnly ignored most of the times, the Sunreaders are a proud cabal that trace their organisation back to the Age of Darkness. Tiresias Iqbar is one of its youngest members, a half-elf adopted by the current archmage, Jahal Iqbar, 40 years ago. His adoptive father, wishing to not only broaden his son's horizons but also test his skills in the real world, has outlined a list of 10 minor prophecies the Sunreaders have divined. Tiresias' task is to travel to each place and attest the truthfulness of said prophecies.

motivation/personality:

Not being a particularly orderly person (and not having received specific instructions to follow the order of the list), Tiresias was very intrigued by the 4th prediction, which mentioned the opening of a siege castle in Abslalom. Nothing on the prophecy clarified what was inside said castle and, since his instructions did not prevent him from intervening, he simply could not pass on the opportunity to get to see the untouched monument first-hand (and hopefully before anyone else).

description:

Tiresias is a relatively short half-elf who barely shows his mixed heritage: with brown skin (probably due to an osirian parent) and slightly pointed ears, his elvish blood is mostly evident in his soft features and graceful movements (as well as in his sometimes arrogant attitude).