Yndri Ysalaa (The White Mage)

Maqan Qalara 8574-5's page

82 posts. Organized Play character for Jason Lillis.


Full Name

Maqan Qalara

Race

Female Ifrit Sorcerer/1 (HP 9/9 | AC:13 | T:13 | FF:10 | CMB: -2 | CMD:11 | Fort:+2 | Ref:+3 | Will:+2 | Init:+12 | Perc: +0 | Speed 30')

Classes/Levels

Sorcerer 1 (Fire Bloodline)

Size

Medium

Age

71

Alignment

CG

Deity

Sarenrae

Location

Absalom

Languages

Common, Draconic, Ignan

Occupation

Adventurer

Strength 7
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Maqan Qalara 8574-5

Physical Description::
Race: Ifrit
Age: 71
Height: 5'6"
Weight: 120 lbs
Hair: Shimmering Black
Eyes: Bronze
Armed: Maqan wears a white shirt combined with a black vest and skirt, with copper earrings and bracelets to match her red skin. She has a light crossbow slung over her shoulder and a matching quiver at her hip.

BACKGROUND:

Maqan's birth was different from many planetouched - her parents are both ifrit, and she was not a surprise to them when she arrived. From birth they nurtured her connection to the plane of fire, and when it naturally manifested in her sorcerer's powers, they rejoiced. Maqan has set out into the world to see as much as she can, using her exotic charm and innate talents to get as far as she can.

DEFENSE:

HP: 9 (Base 6 + CON 2 + FC 1)
AC: 13
Touch AC: 13
Flat Footed AC: 10
CMD: 11
FORT: +2
REF: +3
WILL: +2

OFFENSE:

Initiative: +12
Speed: 30 ft
Weapons:
1) Light Crossbow +3 (1d6+1, 19-20/x2, 80')
- 10 Bolts
2) Elemental Ray +3 (1d6+1, 8/day)
Base Attack Bonus: +0
CMB: -2
Spells (CL 1, Concentration +6)
Level 1(4/day, 2 spells known, DC 16): charm person, sleep
Cantrips (4 known, DC 15): daze, detect magic, light, read magic

STATISTICS:

Strength 7
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

Feats:
Level 1) Improved Initative

Skills W/ Ranks (2 CLASS + 1 INT):
1) Diplomacy +9
2) Knowledge(Local) +2 (Untrained)
3) Spellcraft +5
4) Use Magic Device +8

Traits:
1) Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

2) Fast Talker (Diplomacy): Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Special Abilities:
1) Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 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.

Languages:
1) Common
2) Ignan

EQUIPMENT:

Money
PP:
GP: 34
SP:
CP:
Total Encumberance:
Equipment and Gear List: (Name, Value, Encumberance)
Traveler's Outfit, 0 gp, 5 lbs
Light Crossbow, 35 gp, 4 lbs
Crossbow Bolts (10), 1 gp, 1 lbs

Ifrit Racial Traits:

+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.

Native Outsider: Ifrits are outsiders with the native subtype.

Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Ifrits have a base speed of 30 feet.

Darkvision: Ifrits can see in the dark up to 60 feet.

Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.