male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7
Strength
10
Dexterity
14
Constitution
14
Intelligence
7
Wisdom
8
Charisma
20
About Qaji
QAJI
male ifrit skald (spell warrior) 1
neutral good medium outsider (native)
Init +7; Senses darkvision; Perception +3
XP 1 Fame 2 Prestige 0
PFS # 161871-14 Faction Grand Lodge
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 dex, +4 armor)
HP 10 (1d8 +1 Con +1 FC)
Fort +3, Ref +3, Will +2
Special Defenses fire in the blood 2 hp/day
OFFENSE
Speed 30 feet
Melee cold iron greatclub -1 (1d10-1, B)
Ranged mwk composite longbow +4 (1d8, x3, 110 feet, P)
Special Attacks raging song 7 rounds/day (enhance weapons), point-blank shot
STATISTICS
Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 18 (+4)
BAB +0, CMB -1, CMD 12
Feats
Improved Counterspell: bonus feat When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Traits
Indomitable Faith: You gain a +1 trait bonus on Will saves.
Outcast’s Intuition: You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Skills 4/level + 2/level Int = 6
Diplomacy +8, Knowledge (all) +3, Linguistics +6, Perception +3, Perform (sing) +8, Sense Motive +0, Spellcraft +6, Use Magic Device +8
AC Penalty -1
Languages
Common, Ignan, Auran, Terran, Draconic
Racial Abilities
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.
Spell-Like Ability: Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
SQ
Weapon and Armor Proficiency: A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
Bardic Knowledge: A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spell Casting: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier. Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score. The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed. At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Raging Song: A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
Enhance Weapons: At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers. These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be. The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.
Improved Counterspell: At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat.
Other Gear wand of cure light wounds (43 charges), explorer’s outfit, spell component pouch, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)
History
Qaji was born into a nomadic tribe, where he was trained as a skald due to his beautiful singing voice. Eventually, he desired to see more of the world than his simple desert existence so he traveled to Absalom to join the Grand Lodge.
Age 69
Chronicles
7-01 Between the Lines:
XP 1
Fame/Prestige 2
Gold 507
Day Job Gold 50
Boons
Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
Items Available for Purchase
arrow magnet (600 gp; Pathfinder RPG Ultimate Equipment 281)
boro bead (1st-level spell; 1000 gp; Ultimate Equipment 284)
page of spell knowledge (1st-level spell; 1000 gp; Ultimate Equipment 314)
pearl of power (1st-level spell; 1000 gp)
rope of climbing (3000 gp)