Umagro

Malakiah Uzamar's page

264 posts. Organized Play character for SirPeter.


Full Name

Malakiah Uzamar

Race

Human

Classes/Levels

Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Gender

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male

Size

Medium

Alignment

N

Deity

Pharasma

Strength 10
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 12
Charisma 8

About Malakiah Uzamar

MALAKIAH UZAMAR
Human Illusionist 4.1
N Medium humanoid (human)
PP 10; Fame 18; XP 10
Init +8; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 30 (4d6+12)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6)
Ranged light crossbow +4 (1d8/19-20x2)
Wizard Spells Prepared (CL 4rd; concentration +10)
2nd— glitterdust (Will DC 18), spider climb, summon monster II, web (Ref DC 18)
1st— color spray (2) (Will DC 17), grease (Ref DC 17), silent image (Will DC 17), summon monster I (2)
0 (at will)— detect magic, dancing lights, read magic

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 14
Feats improved initiative, spell focus (conjuration), spell focus (illusion), toughness
Traits reactionary, focused mind
Skills craft (alchemy) +10 (2 ranks), knowledge (arcana) +12 (4 ranks), knowledge (dungeoneering) +10 (2 ranks), knowledge (engineering) +10 (2 ranks), knowledge (geography) +10 (2 ranks), knowledge (history) +10 (2 ranks), knowledge (local) +10 (2 ranks), knowledge (nature) +10 (2 ranks), knowledge (nobility) +10 (2 ranks), knowledge (planes) +10 (2 ranks), knowledge (religion) +10 (2 ranks), perception +5 (4 ranks), spellcraft +12 (4 ranks)
Languages Common, Ancient Osirian, Osirian, Azlanti, Thassilonian.
SQ arcane bond, extended illusions, blinding ray
Combat Gear acid (2), scroll of comprehend languages (2), scroll of protection from evil (2), tanglefoot bag, wand of cure light wounds, wand of mage armor, wand of magic missile, wand of burning hands (CL 3rd) Other Gear backpack, bedroll, belt pouch, blanket, bullseye lantern, crossbow bolts (20), ink, inkpen, iron pot, light crossbow, oil (3) quarterstaff, cloak of resistance +1, spell components pouch, spellbook, soap, trail rations (6), waterskin, 5,609 gp, 6 sp, 9 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Ex or Sp) staff.
Arcane School (Illusion) opposition schools—Enchantment and Evocation.
Blinding Ray (Sp) as a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Extended Illusions (Su) any illusion spell with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).
Focused Mind gain a +2 trait bonus on concentration checks.
Reactionary gain a +2 trait bonus on initiative checks.
Spell Focus (Conjuration) spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) spells from one school of magic have +1 to their save DC.

Spellbook:
0—acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, touch of fatigue.

1st—color spray, comprehend languages, enlarge person, feather fall, grease, mage armor, ray of enfeeblement, silent image, sleep, summon monster I

2nd—blur, glitterdust, invisibility, spider climb, summon monster II, web

Boons:
Confirmed Field Agent: Having successfully completed and documented your Conirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the irst time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The ield agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Pharasma's Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving thow against and undead creature's ability or effect, always taking the resul of the second roll. You must make this reroll bfore the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

Spider's Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People's Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran.

You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Description:
A mysterious thin man with dark skin, sharp cheekbones, broad shoulders and bald head enters the place. He has many tattoos spread throughout the body, and a face painted in the eyes line. Under a black robe, he wears a long and colorful robe, ornated with sashes at the waist.