Whispershade

Muluk al-Zadari's page

179 posts. Organized Play character for WhtKnt.


Full Name

Trade Prince Muluk al-Zadari

Race

Human (Keleshite)

Classes/Levels

Cavalier 2/Paladin of Sarenrae 3 || 44/44 hp (44/44 nonlethal) || AC 19/Tch 12/FF 18 || Fort +11 Ref +4 Will +6 (+4 in hot conditions, +1 vs. fire) || CMB +8 CMD 19 || Init +1 || Perception +2

Gender

Male

Size

Medium

Age

19

Alignment

Lawful Good

Deity

Sarenrae

Location

Mobile

Languages

Common, Kelish, Vudrani

Occupation

Soldier

Strength 16
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 13
Charisma 14

About Muluk al-Zadari

Pathfinder #: 44335-9

Total XP: 13
Total PP: 19
Qadira Fame: 18
Exchange Fame: 5

Gained 1 XP, 526 gp and 2 PP from The Glass River Rescue
Gained 1 XP, 478 gp and 2 PP from The Stolen Heir (as GM)
Gained 1 XP, 501 gp and 2 PP from Voice in the Void
Gained 1 XP, 1250 gp and 2 PP from Siege of the Diamond City
Gained 1 XP, 1162 gp and 2 PP from Decline of Glory
Gained 1 XP, 515 gp and 1 PP from Destiny of the Sands, Part 2: Race to Seeker's Folly
Gained 1 XP, 500 gp and 2 PP from Blood Under Absalom
Gained 1 XP, 1188 gp and 2 PP from The Merchant's Wake (as GM)
Gained 1 XP, 446 gp and 2 PP from The Many Fortunes of Grandmaster Torch
Gained 3 XP, 3711 gp and 4 PP from The Forgotten Laboratory
Gained 1 XP, 1589 gp and 2 PP from Among the Living

Spent 2 PP on a wand of cure light wounds (4 charges)
Spent 2 PP on a wand of cure light wounds (50 charges)
Spent 3,000 gp to pay off Grandmaster Torch for information
Spent 125 gp on courtier outfit, jewelry, and opera tickets
Spent 10 gp on spring-loaded wrist sheathes (2)
Spent 45 gold on marker dye (red, yellow, blue)
Spent 20 gp on sunrods (10)
Spent 10 gp on candlerods (10)
Spent 5 cp on chalk (5)
Spent 2,315 GP on scimitar +1 from Society
Spent 2,000 GP on ring of protection +1 from The Merchant's Wake
Spent 300 GP on potion of bull's strength from Among the Living
Spent 300 GP on potion of cure moderate wounds from Among the Living

Trade Prince Muluk al-Zadari
Human (Keleshite) cavalier 2/paladin 3 (Pathfinder RPG Advanced Player's Guide 32)
LG Medium humanoid (human)
Init +1; Senses Perception +2
Aura courage (10 ft.)
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Defense
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AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 shield)
hp 46 (5d10+12)
Fort +11, Ref +4, Will +6; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 scimitar +10 (1d6+4/18-20)
Ranged shortbow +6 (1d6/×3)
Special Attacks challenge 1/day (+2 damage, +1 to hit while riding mount), smite evil 1/day (+2 attack and AC, +3 damage), tactician 1/day (Shake It Off, 4 rds)
Paladin Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect evil
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Statistics
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Str 16, Dex 12, Con 13, Int 12, Wis 13, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Greater Mercy[UM], Shake It Off[UC], Shield Focus, Toughness, Weapon Focus (scimitar)
Traits desert child (desert), flame of the dawnflower
Skills Acrobatics -2 (-6 to jump), Diplomacy +8, Handle Animal +8, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +7, Perception +2, Profession (soldier) +6, Ride +2, Sense Motive +7 (+8 when opposing a Bluff check), Spellcraft +5, Survival +4 (+6 to avoid becoming lost)
Languages Common, Kelish, Vudrani
SQ lay on hands 3/day (1d6), mercy (sickened), mount (camel named Tishi), order of the sword
Combat Gear potion of bull's strength, potion of cure moderate wounds, wand of cure light wounds, wand of cure light wounds, candlerod[UE] (10), marker dye[UE] (3); Other Gear +1 studded leather, heavy steel shield, +1 scimitar, arrows (20), shortbow, ring of protection +1, wayfinder[ISWG], backpack, bedroll, belt pouch, chalk (5), chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), mess kit[UE], mirror, nail file (0.1 lb), scissors (0.3 lb), soap, sponge, sunrod (10), tooth powder (0.1 lb), waterskin, whetstone, 519 gp, 9 sp, 3 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mount (Ex) Gain the services of a special animal companion.
Shake It Off Gain +1 to all saving throws per adjacent ally
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
Sword's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Tactician (Shake It Off, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

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Tishi
Camel
N Large animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, -1 size)
hp 22 (3d8+9)
Fort +5, Ref +6 (+2 bonus to avoid falling.), Will +1
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+6)
Space 10 ft.; Reach 5 ft.
Special Attacks spit
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Statistics
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Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +7; CMD 20 (24 vs. trip)
Feats Sure-footed, Toughness
Tricks Attack, Combat Riding, Come, Defend, Down, Find Master, Guard, Heel
Skills Acrobatics +3 (+5 to keep balance., +11 to jump), Perception +6
SQ combat riding, find master
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Find Master [Trick] The animal attempts to locate its master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spit (1/hour, DC 13) (Ex) Ranged touch attack vs. foe in 10 ft sickens 1d4 rds (Fort neg).
Sure-Footed +2 to Acrobatics to balance and Ref vs. falls. Full speed upslope & can't fall if run downslope.

BOONS:
Expanding Trade Network: You befriended either Temel Passad or Metella Rauger, and in doing so you began to develop a stronger trade network with the Kalistocrats or the Five Kings Mountains, respectively. If you are a member of the Qadira faction, you are able to leverage this connection to your advantage, gaining a +2 on all Day Job checks. (The Glass River Rescue)

Siege-Hardened: You survived the Siege of Nerosyan and have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may cross this boon off your chronicle sheet to gain a +3 bonus on the roll. (Siege of the Diamond City)

Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Goood descriptor as a spell prerequisite. This discount does not stack with other discounts. (Siege of the Diamond City)

Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it's worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon. (Blood Under Absalom)

Kelishite Patron: Trade Prince Aaqir al'Hakam recognizes in you the same ambition and skill that helped him earn the title of trade prince, and he both endorses you for promotion and contributes gold to help you start your own business. You treat the Trade Prince vanity as though it had no Fame requirement. In addition, you treat the Prestige Point cost of business vanities as though they were 1 less (minimum cost of 2). (The Merchant's Wake)

Unidentified Unquent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for one round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 acid damage(Reflex DC 15 for half damage)but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet. (The Forgotten Laboratory)