Mutasafen

Naran Bataar's page

4 posts. Organized Play character for Dhenn.


Strength 10
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 5
Charisma 17

About Naran Bataar

Naran Bataar
CG Ifrit Magus (Eldritch Scion) 1
Medium outsider (native), Age 85, Height 5' 6", Weight 155
Init +8 Senses Perception -3, Darkvision
Languages Common, Ignan
XP 1, Fame 2 Prestige 0
Faction Liberty’s Edge Deity Desna

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DEFENSE
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AC 17, touch 14, flat footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will -1; +6 vs. charm/compulsion effects
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OFFENSE
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Speed 30 ft
Melee mwk cold iron starknife +5 (1d6/x3) or sap +4 (1d6 nonlethal)
Ranged
Magus Spells Known (CL 1st; concentration +4)
. . 1st (2/day, DC 14)—touch of combustion, true strike
. . 0 (at will)—detect magic, disrupt undead, open/close, read magic
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STATISTICS
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Base Atk +0 CMB +0 CMD 14
Feats Weapon Finesse
Traits Magical Knack (Magus), Irrepressible
Skills Acrobatics +4, Appraise +0, Bluff +3, Climb +0, Craft +0, Diplomacy +3, Disguise +3, Escape Artist +4, Fly +4, Heal -3, Intimidate +3, Perception -3, Perform +3, Ride +4, Sense Motive -3, Spellcraft +4, Stealth +4, Survival -3, Swim +0, UMD +7
Untrained skills are italicized
Armor Check Penalty: 1
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EQUIPMENT
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Carried
alchemist’s fire (2), entertainer’s outfit, keros oil (5), masterwork cold iron star knife, sap, spell component pouch, spring loaded wrist sheath, studded leather armor, wand of cure light wounds (50/50)
Not Carried
grappling hook, silk rope, spring loaded wrist sheath
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ABILITIES
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Racial abilities
Wildfire Heart: +4 racial bonus to initiative, replaces fire resistance
Fire in the Blood: Gain fast healing 2 for one round after taking fire damage. Can heal max of 2 points/level/day, replaces fire affinity
Efreeti Magic: Once per day, enlarge/reduce person, may target other ifrits

Class abilities
Bloodline (Arcane): May access bloodline abilities by spending arcane pool points
Disruptive Bloodrage While in focus, DC to cast in threatened area increases by 2.

Eldritch Pool (Su) (4): May spend point to enter mystical focus, gaining bloodline abilities.
Spell Combat (Ex): May only be used in state of mystic focus. Must have one hand free, light or one handed melee weapon in other hand. As full round action, can cast spell (with standard round casting time) along with regular attacks. All attacks made at -2 penalty.

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PFS INFORMATION
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PFS # 120937-20

Scenarios Played:

#7-10 Consortium Compact (GM): 1 XP, 2 PP, 430 GP



Faction Cards Accomplished:

[list][/list]

Boons
Spoiler: