Fire Giant Lieutenant

Naalij's page

41 posts. Organized Play character for 勝20100.


Race

Ifrit

Classes/Levels

Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

Gender

Male

Size

Medium

Alignment

CG

Deity

Sarenrae

Languages

Common, Ignan, Kelish

Occupation

Weaponsmith

Homepage URL

http://jdr.20100.org/Naalij/

Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 8
Charisma 24

About Naalij

Male Ifrit sorcerer 10 (Wildblooded Archetype)
CG Medium outsider (native)
Init +13, Senses darkvision (60 ft.); Perception -1

DEFENSE

AC 20, touch 16, flat-footed 16 (+4 armor, +2 deflection, +4 Dex)
hp 68 (10d6+26)
Fort +8, Ref +11, Will +9, +2 racial bonus on saves to resist fatigue and exhaustion, +1 insight vs earth/acid
Resist Fire 20

OFFENSE

Speed 30 ft.
Melee masterwork dagger +6 (1d4/19-20)
Ranged masterwork dagger (thrown) +10 (1d4/19-20)
Ranged alchemist's fire +9 (1d6)
Ranged flash powder +9 (none)
Special Attacks Elemental Ray (11/day) +10 ranged touch (1d6+5 fire)
Innate Spell-Like Abilities dancing lights (3/day)
Sorcerer Spells Known (CL 10th; concentration +19)
5th(4/day)-fire snake (CL 13th, 13d6+14 DC 24)
4th(6/day)-fire shield, wall of fire, elemental body i
3rd(8/day)-ash storm, daylight, fireball (CL 11, 10d6+11, DC 22), protection from energy (DC 21)
2nd(8/day)-burning arc (DC 21, 50ft), cushioning bands (DC 20), pyrotechnics (DC 20), scorching ray (+9 ranged touch, 3 rays, 50ft)
1st(8/day)-burning disarm (DC 19), crafter's fortune (DC 19), mage armor (DC 19), snapdragon fireworks (DC 19), touch of combustion (DC 20), burning hands (DC 20)
0th(at will)-arcane mark, detect magic, flare (DC 18), light, mage hand, mending (DC 17), read magic, spark (DC 19)

TACTICS

Temporary Effects mage armor (included in stat block), Cushioning Bands (10h, or until 120 points have been blocked. The target gains DR 2/piercing or slashing and takes half damage from constriction, falling, and being buried, as well as from similar crushing effects such as crushing hand. Grapple checks for attacks other than constricting (such as pinning or swallowing whole) are not affected.)

STATISTICS

Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 24
Base Atk +5; CMB +5; CMD 21
Feats Empower Spell, Eschew Materials, Firesight, Improved Initiative, Spell Focus (Evocation), Spell Specialization (Evocation) (Fire Snake), Varisian Tattoo
Skills Bluff +11, Craft (Weapons) +12, Diplomacy +9, Escape Artist +7, Fly +8, Intimidate +11, Knowledge (Arcana) +6, Knowledge (Planes) +5, Knowledge (Religion) +2, Ride +5, Spellcraft +11, Use Magic Device +16
Traits Arcane Temper, Elemental Pupil
Languages Common, Ignan, Kelish
SQ bloodline arcana (fire spells deal +1 damage per die), cantrips, elemental bloodline, Blood Intensity (bloodline mutation, replace 9th level power), fire affinity, forge-hardened, ragario, spells
Combat Gear Lesser Rod of Acid Elemental (3/day), Wand of Cure Light Wounds (8 charges), Lesser Rod of Intensified (3/day), Wand of Cure Light Wounds (48 charges), Wand of Mage Armor (10 charges), antitoxin, antiplague (vial), alchemist's fire (2), flash powder, smokestick (2), scroll of spider climb, scroll of invisibility, elixir of hiding,
Other Gear headband of alluring charisma +4, masterwork dagger, ring of protection +2, outfit (scholar's), belt of incredible dexterity +2, cloak of resistance +3, belt pouch, spring loaded wrist sheath (with the wand of cure light wounds with a couple charges), spring loaded wrist sheath (with the lesser rod of elemental acid)[/i]), bandolier, case, scroll, handy haversack, waterskin, masterwork artisan's tools (weaponsmithing), artisan’s outfit, Wayfinder with Pink Rhomboid Ioun Stone, Lesser Talisman of Beneficial Winds, Lesser Talisman of Freedom, Lesser Talisman of Pentacle, scroll of See Invisibility, potion of lesser restoration, 4557 gp

SPECIAL ABILITIES

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

Bloodline Arcana Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Confirmed Field Agent Having successfully completed and documented your COnfirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for nay of your characters, you received 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).

Contraband Dividends You ensured that a valuable shipment of contraband antiquities were able to enter Absalom through the sewers without kobolds causing any problems. As a result, you receive a single item of no more than 150 gp from among the non-relic bits of the cargo. You must select this item now and reflect its purchase on this Chronicle sheet.

Elemental Bloodline Your powers are attuned to the concentrated core of the elemental plane.

Blood Intensity (2/day) Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as—and does not stack with—the Intensified SpellUM feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. This ability replaces the sorcerer’s 3rd-level bloodline power or the bloodrager’s 8th-level bloodline power. (Magic Tactics Toolbox 11)

Elemental Pupil (Fire) You have studied at the feet of the masters of Katheer's colleges of magic, and so increased your own mastery of the elements. Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.

Elemental Ray (Sp) 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 + 5 fire points of damage. You can use this ability 11 times per day.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Explore Report Cooperate [__] You have an excellent sense of what makes an exemplary Pathfinder. 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 Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting the 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 reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Fame (40x) The character has accumulated 40 Fame. He has a +4 to Diplomacy with members of his faction. Maximum Item Cost: 124000 gp

Fire One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element. Fire is associate with the Fire energy type and the base movement type (+30 feet base speed).

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

Forge-Hardened (Ex) Gain a +2 racial bonus on Craft (Armor) and Craft (Weapons) checks, and saves to resist fatigue and exhaustion.

Artisan's Shop (5 PP) Your craft is your livelihood when you aren't excavating musty tombs or exploring uncharted lands. You sell your wares through an unassuming storefront in a well-trafficked mercantile district. If you use ranks in any Craft skill to calculate your bonus on Day Job checks, having an artisan's shop grants you a +1 circumstance bonus on all such checks. Additionally, you receive a 5% discount on all nonmagical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest gold piece.

Master of Trade (Qadira Faction) Master of Trade (Qadira, Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.

Ragario You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 18 + the spell level.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Wildfire Heart (Ex) Gain a +4 racial bonus on initiative.

Fame and Prestige

Current Prestige Points The character has 25 current prestige points.

Boons

Koboldfriend You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.

Day at the Auction [__] During the auction of the Hunclay estate, you bid on and won an exceptionally rare item. When you purchase (not upgrade) one magic item, you may treat your Fame score as though it were 3 higher to determine your maximum item cost. When you use this boon, cross it off your Chronicle sheet.

Dragonfoe [__] The Crypt of Tula held more than just dragon-slaying weapons and powerful armor; it also housed the spirit of Tula, which granted you a blessing for your imminent confrontation. You may use this boon to reroll either one attack roll against a dragon or one caster level check to overcome a dragon's spell resistance. If you are using a weapon, spell, or item that grants a specific benefit when used against dragons (e.g. a dragonbane longsword), you gain a +2 insight bonus on the reroll. The reroll must be made before the results of the original roll are known, and you must take the second result even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Dragon Slayer With the help of your allies and bearing enchanted dragon slaying tools, you slayed the dragon Aeteperax and saved the town of Belhaim, and this has granted you the confidence to combat other scaled terrors. The next time you encounter a true dragon, you gain a permanent +2 bonus on Reflex saves against the breath weapon of dragons of that type (blue, red, silver, etc.), as well as a +1 bonus on attack rolls and a +1 dodge bonus to AC against that type of dragon. When you determine this type of dragon write its type on the line below. If you wear dragonhide armor of the associated dragon type, these bonuses against that type of dragon increase by 1.

Scalefriend [__] [__] [__] You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail's skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check the last box, Nighttail's debt has been repaid; cross this boon off your Chronicle sheet.
* Handle Animal +7
* Survival +10
* Bluff +9
* Cast resist energy (CL 1st, concentration +2)
* Nighttail and Hak (The Dragon's Demand 14-15) fight alongside you for one encounter in The Dragon's Demand module. You may use this boon at the beginning of combat or at the start of a combat round. Nighttail and Hak begin combat adjacent to you or in the closest available square, and they act on their own initiative. The pair have a starting attitude of helpful and follow your commands to the best of their abilities, but they are GM-controlled NPCs; a GM may grant you direct control at his or her discretion. If Nighttail and/or Hak die during the encounter, cross the entire boon off your Chronicle sheet. (2 boxes)

Friend of the Green [__] [__] [__] Although he was initially skeptical that you could slay Aeteperax, the druid Azmur Kell has professed his gratitude to you for saving him and his family. He owes you several favors, and you may call in a favor when performing one of the skills below to use Azmur's skill modifier instead of your own as he assists you. Alternatively, Azmur can cast a spell as though he shared your space, though any attacks of opportunity he provokes for spellcasting damage you (they still force him to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one box each time you ask for help. When you check the last box, Azmur's debt has been repaid; cross this boon off your Chronicle sheet.
* Cast barkskin (CL 8th; concentration +11)
* Cast cure serious wounds (CL 8th; concentration +11)
* Cast remove disease (CL 8th; concentration +11)
* Knowledge (nature) +13

Honored by the Twilight Talons For having assisted Whispershade in investigating Othine's disappearance, you receive the commendation of Major Colson Maldris. If you are a member of the Andoran faction, you may treat your Fame score as 5 higher when qualifying for and purchasing Andoran faction vanities from page 14 of Pathfinder Campaign Setting: Pathfinder Society Field Guide. If you are not a member of the Andoran faction, you may now purchase Andoran faction vanities that require 20 Fame or less. So long as you have the Eagle Knight vanity, you may treat yourself as a member of the Andoran faction when qualifying for prestige classes.

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NOTES

Alchemical Power Components (Adventure’s Armory 26)
- alchemist’s fire: For scorching ray (f) +1 circumstance bonus on your attack roll with all rays from the spell.
- Smokestick: Pyrotechnics (M): Increase the radius of the cloud by 5 feet and the duration by 2 rounds.