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About Mahdi al-JabiraMahdi stat block:
Mahdi
Mahdi Male human (Keleshite) wizard 13 (Pathfinder RPG Advanced Player's Guide 142) CN Medium humanoid (human) Init +10; Senses Perception +17 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 88 (13d6+34) Fort +8, Ref +7, Will +10; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions Resist fire 10 -------------------- Offense -------------------- Speed 30 ft. Melee quarterstaff +6/+1 (1d6) Ranged light crossbow +7 (1d8/19-20) Special Attacks fire jet Wizard Spells Prepared (CL 14th; concentration +24) . . 7th— . . 6th— . . 5th— . . 4th— . . 3rd— . . 2nd— . . 1st—burning hands (DC 23), . . 0 (at will)—detect magic, mending, prestidigitation, read magic -------------------- Statistics -------------------- Str 11, Dex 12, Con 15, Int 28, Wis 11, Cha 12 Base Atk +6; CMB +6; CMD 17 Feats Alertness, Combat Casting, Elemental Focus[APG], Esoteric Advantage, Greater Spell Focus (evocation), Improved Initiative, Opposition Research[UM], Scribe Scroll, Spell Focus (evocation), Spell Penetration, Split Slot[UM], Steward Of The Great Beyond Traits arcane temper, desert child (desert), gnoll killer Skills Acrobatics +3, Appraise +12, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +12, Fly +10, Intimidate +14, Knowledge (arcana) +24, Knowledge (dungeoneering) +19, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +24, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +12, Knowledge (planes) +24, Knowledge (religion) +19, Linguistics +13, Perception +17, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +24, Survival +1 Languages Ancient Osiriani, Auran, Common, Draconic, Gnoll, Halfling, Ignan, Infernal, Kelish, Osiriani, Protean, Terran SQ arcane bond (Sa'amm, greensting scorpion), dancing flame, fire supremacy, pride Combat Gear cold elemental metamagic rod[APG], oil of daylight, pearl of power (2nd level), potion of cure light wounds, potion of jester's jaunt, scroll of dimensional anchor, scroll of haste, scroll of protection from spells, scroll of remove blindness/deafness, scroll of resist energy, scroll of water walk, wand of magic missile, wand of summon monster ii, alchemist's fire, antitoxin, bachelor snuff, holy water (2); Other Gear crossbow bolts (10), light crossbow, quarterstaff, chime of opening, cloak of resistance +2, dweomer's essence, fruitful sash, headband of vast intelligence +6, pathfinder pouch, ring of feather falling, slippers of spider climbing, 2500 gp worth of granite/diamond dust (for stoneskin) (worth 2,500 gp), blanket[APG], earplugs[APG], flint and steel, jewelry[UE], marked cards[APG], masterwork backpack[APG], noble's outfit, parasol[UE], ruby dust (worth 1,500 gp), scroll case, string or twine[APG], trail rations (2), waterproof bag[UE], waterskin, 3,037 gp, 4 sp, 6 cp -------------------- Special Abilities -------------------- Combat Casting +4 to Concentration checks to cast while on the defensive. Dancing Flame (6/day) (Su) Sculpt and move your fire spells or fires within 30' Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Esoteric Advantage After ID creature, move action: lower target creature's DR, energy resistance, or SR by 2 (min. 0). Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Fire Jet (1d6+6 fire damage, 11/day, DC 24) (Su) 20 ft line deals damage and sets targets on fire for 1 round (Ref part). Fire Supremacy (Fire damage 6) As a swift action, pull fire from campfire (or larger) in 5 ft for 1 rd. Foes striking with a non-reach wep take fire dam. Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Split Slot (7 -> 2 x 5) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir Steward of the Great Beyond (1.6/day) As an immediate action, if foe summon/teleports in 30 ft, you gain CL check to block the effect. Spells in Spellbook(s):
0- all cantrips; 1st-Burning Disarm, Burning Hands, Color Spray, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Gravity Bow, Grease, Liberating Command, Mage Armor, Magic Aura, Magic Missile, Petulnegro's Validation, Shield, Shocking Grasp, Sleep, True Strike, Ventriloquism, Vanish 2nd-Alter Self, Burst of Radiance, Continual Flame, Communal Endure Elements, Darkvision, False Life, Flaming Sphere, Glitterdust, Reveal True Shape, Resist Energy, Scorching Ray, See Invisibility, Veil of Ash 3rd-Communal Resist Energy, Countless Eyes, Dispel Magic, Fireball, Fly, Gentle Repose, Haste, Lightning Bolt 4th-Ball Lightning, Communal Protection from Energy, Dimension Door, Locate Creature, Phantom Chariot, Resilient Sphere, Stoneskin, Wall of Fire 5th- Fire Snake, Icy Prison, Life Bubble, Overland Flight, Summon Monster V, Wall of Force 6th- Cold Ice Strike, Elemental Body III, Getaway, Greater Heroism -------------------- Sa'amm:
Sa'amm CR –
Male greensting scorpion (Pathfinder RPG Ultimate Magic 232) N Tiny magical beast (vermin) Init +3; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 25, touch 16, flat-footed 21 (+3 Dex, +1 dodge, +9 natural, +2 size) hp 41 (1d8) Fort +4, Ref +7, Will +8 Defensive Abilities improved evasion; Immune mind-affecting effects; SR 17 -------------------- Offense -------------------- Speed 30 ft. Melee sting +11 (1d2-4 plus poison) Space 2½ ft.; Reach 0 ft. Special Attacks deliver touch spells -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 11, Wis 10, Cha 2 Base Atk +6; CMB +7; CMD 14 (26 vs. trip) Feats Dodge, Weapon Finesse [b]Skills Acrobatics +8, Appraise +1, Climb +7, Disable Device +2, Fly +16, Intimidate +8, Linguistics +2, Perception +8, Spellcraft +12, Stealth +19, Survival +1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Languages speak with animal (same kind only), speak with master SQ empathic link -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Speak with Animals of Its Kind (Ex) You can communicate verbally with animals similar to yourself. Speak with Master (Ex) You can communicate verbally with your master. Spell Resistance (17) You have Spell Resistance. |