Kwava

Numair Salmalin's page

929 posts. Organized Play character for Luke_Parry.


Full Name

Jeweled Sage Numair Salmalin

Race

Half-Elf

Classes/Levels

Sorceror 9 (HP 74/74) (AC 16/10/16) (CMD 12) (Fort +8, Ref +5, Will +8) (Init +6) (Perception +22)

Gender

'The Grandidierite Sage' Male

Size

Medium

Age

32

Alignment

Neutral

Languages

Common, Elven, Draconic, Orc, Ancient Osiriani

Strength 7
Dexterity 10
Constitution 16
Intelligence 14
Wisdom 10
Charisma 28

About Numair Salmalin

Initiative: +6 [+2 Trait + 4 Feat]
Senses: Low-Light Vision, Perception +22
Speed: 30 ft

AC: 16 (10 + 4 (Mage Armor) + 2 NA)
Touch: 10 (10 + 0 Dex)
Flat-footed: 16 (10 + 4 (Mage Armor) + 2 NA)

Hit Points: 74/74

Fort: +8 Ref: +5 Will: +8

Immune to Magic Sleep effects
+2 to saves Vs Enchantment spells or effects

Combat:

Base Atk: +4; CMB: +2; CMD: 12

Melee
Darkwood Quarterstaff: +3 to hit; Dmg 1d6-2; crit 20/x2; Type B

Skills:

Skill Points per level:
Sorceror: 2 (Class) + 2 (Intelligence) + 1 (FC)
Acrobatics +0
Appraise +2
Bluff +21 (+9 Cha + 9 ranks + 3 class skill)
Climb -2
Craft +2
Diplomacy +22 (+9 Cha + 9 ranks + 3 class skill + 1 Trait)
Disguise +9
Escape Artist +0
Heal +0
Intimidate +9
Knowledge(History) +19 (+2 Int + 9 ranks + 3 class skill + 3 Insight + 2 Untyped)
Knowledge(Planes) +8
Perception +22 (+0 Wis + 9 ranks + 3 class skill + 2 racial + 3 Skill Focus + 5 Eyes)
Perform(Any) +9
Ride +0
Sense Motive +0
Stealth +0
Survival +0
Swim -2
Use Magic Device +21 (+9 Cha + 9 ranks + 3 class skill)

Trait:
Ease of Faith:
Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views.

Benefits: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

1st: Spell Focus: Evocation
1st (Racial Bonus): Skill Focus: Perception
3rd: Greater Spell Focus: Evocation
5th: Improved Initiative
7th: Spell Penetration
7th (Sorceror Bonus): Toughness
9th: Quicken Spell

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Features:
Claws (Su):
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier (0/9 used). These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Spells:
Cantrips: Acid Splash, Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic
1st level [1/9 used]: Comprehend Languages, Endure Elements, Feather Fall, Grease, Mage Armor*, Magic Missile
2nd level [0/8 used]: Command Undead, Flaming Sphere, Glitterdust, See Invisibility, Resist Energy*
3rd level [0/8 used]: Fireball, Haste, Magic Circle Against Evil, Fly*
4th level [0/6 used]: Dimension Door, Resilient Sphere, Fear*

Equipment:

Scarlet and Blue Sphere Ioun Stone (8000)
Headband of Alluring Charisma +6 (36000)
Belt of Mighty Constitution +2 (4000)
Eyes of the Eagle (2500)
Cloak of Resistance +2 (4000)
Spellguard Bracers (5000)
Ring of Sustenance (2500)
Explorer's Outfit
Darkwood Staff (340), with a CL 10 Continual Flame on one end
Waterskin (1)
Wayfinder (Free)

Backpack: (2)
Grappling Hook (1)
100' Silk Rope (20)
Gem of Brightness [2/2 charges] (520)
Wand of CLW [50/50 charges] (2PP)
Wand of Burning Hands (CL3) [4/4 charges] (180)
Wand of Mage Armor [15/15 charges] (150)
Wand of Lesser Restoration [10/10 charges] (900)
Wand of Protection From Evil [2/10 charges] (150)
Wand of Make Whole [5/5 charges] (450)
Scroll of Dimensional Anchor (700)

Belt Pouch: (1)
Flint and Steel (1)
Glass Bottle (2)
Lesser Pugwampi Braid (300)

Coins: 6106gp, 0sp, 0cp

Chronicles:
The Disappeared
The Frozen Fingers of Midnight
The Confirmation
The Gods Market Gamble
The Emerald Spire: Splinterden
The Cyphermage Dilemma
Destiny of the Sands, Part I: A Bitter Bargain
Between the Lines
Destiny of the Sands, Part II
Destiny of the Sands, Part III
Orders From the Gate
Captive in Crystal
To Scale the Dragon
Serpent's Rise
Weapon in the Rift
The Slave Master's Mirror
The Solstice Scar, Version A
Refugees of the Weary Sky
Beacon Below
Salvation of the Sages
The Ghenett Manor Gauntlet
The Gauntlet!
The Daughter's Due
The Hellknight's Feast