#Module: Master of the Fallen Fortress
#5-08: The Confirmation (GM)
#Module: The Godsmouth Heresy (GM)
#FreeRPGday: We be Goblins Too ! (GM)
#AP:JR (#1): The Brinewall Legacy (GM)
#5-12: A Bitter Bargain (DotS 1/3)
#Special: Bonekeep (1): The Silent Grave (GM)
#Special: Bonekeep (2): Maze to the Mind Slave (GM)
#5-15: Race to Seeker's Folly (DotS 2/3)
#5-16: Sanctum of the Sages (DotS 3/3)
#5-21: The Merchant's Wake
#6-03: The Technic Siege
#6-17: Fire of Karamos
#6-11: The Slave's Master Mirror (GM)
#6-20: Return to the Sky
#4-14: My Ennemy's Ennemy (Replay 1*)
#7-04: The Ironbound Schism
#7-98: Serpent's Ire
#8-03: Captive of Toil
#8-09: The Cindersworn Pact
#8-11: Cleansed With Fire
#module: The Gauntlet
Trade Prince Qalim Al Shama
Male human (Keleshite) sorcerer (crossblooded) 1/evoker (admixture[APG]) 8 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +12
Aura elemental manipulation (30 ft.)
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Defense
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AC 10, touch 10, flat-footed 10
hp 59 (9d6+21)
Fort +7, Ref +5, Will +9
Resist fire 5
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4-1/19-20)
Special Attacks intense spells (+4 damage)
Spell-Like Abilities (CL 9th; concentration +10)
3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +2)
1st (4/day)—infernal healing[ISWG]
0 (at will)—detect magic, light, prestidigitation
Bloodline Draconic, Orc
Evoker Spells Prepared (CL 8th; concentration +16)
4th—dimension door, dragon's breath[APG] (DC 23), dragon's breath[APG] (DC 23), greater false life[UM], dazing magic missile
3rd—ectoplasmic fireball (DC 22), ectoplasmic fireball (DC 22), ectoplasmic fireball (DC 22), fly, haste, wind wall
2nd—burning arc (DC 21), burning arc (DC 21), false life, glitterdust (DC 20), mirror image, see invisibility
1st—burning hands (DC 20), touch of the sea, ear-piercing scream[UM] (DC 20), feather fall, grease, magic missile, magic missile
0 (at will)—acid splash, ray of frost, read magic, spark[APG] (DC 19)
Opposition Schools Enchantment, Transmutation
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Statistics
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Str 8, Dex 10, Con 15, Int 26, Wis 10, Cha 12
Base Atk +4; CMB +3; CMD 13
Feats Additional Traits, Dazing Spell[APG], Ectoplasmic Spell[APG], Eschew Materials, Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (evocation), Spell Penetration, Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits bruising intellect, eastern mysteries, magical lineage, omen
Skills Acrobatics -3 (-7 to jump), Appraise +14, Bluff +5, Craft (alchemy) +13, Diplomacy +13, Fly +1, Intimidate +26, Knowledge (arcana) +20, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +20, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +20, Perception +12, Sense Motive +9, Spellcraft +20, Survival +12, Use Magic Device +5
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Common, Cyclops, Dark Folk, Draconic, Dwarven, Elven, Ignan, Infernal, Jistka, Kelish, Osiriani, Terran, Thassilonian
SQ arcane bond (amulet of the spirits [flame, 2/day]), blazing robe, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), inflict fire vulnerability, touch of rage, versatile evocation
Combat Gear blazing robe[UE], lesser empower metamagic rod, lesser merciful metamagic rod[APG], potion of remove blindness/deafness, wand of cure light wounds, wand of detect secret doors; Other Gear dagger, amulet of the spirits (flame)[ACG], belt of mighty constitution +2, cloak of resistance +3, headband of vast intelligence +4, pathfinder pouch, golden holy symbol of Dahak[UE], jewelry[UE], masterwork tool, noble's outfit, wizard's kit[UE], pugwampi bread (1/3).
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Amulet of the spirits (flame, 2/day)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blazing robe (1/day, DC 16) Burst of fire deals 2d6 fire dam in 20 ft radius (Ref half).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Inflict Fire Vulnerability (2/day) As swt act, cause creature within 30' to become vulnerable to fire (+50% dmg)
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Touch of Rage +1 (4/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (11/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Boons:
Mind Crystal (Minor Artefact) This pale blue crystal hums with idden power. Whenever you fail a saving throw against a compulsion effect, you can attempt a new saving throw at the end of your turn (using the original DC).
Nexus Crystal (Minor Artefact) This black crstal feels cold to the touch. Whenever the bearer takes damage from negative energy, such a channel energy or an inflict spell, she take 10 less point of damages?
[ ] Shadow Over Zjarra (Exchange Faction): Along with Guaril Karela, you have established the Exchange as a dangerous force in the trade city of Zjarra, and at least for now, others pay tribute to secure your services and avert your wrath. You gain a bonus on Intimidate checks and Will saves against fear effects equal to the number of Fire Affinity boons you have earned when interacting with creatures that speak Ignan or Kelish. When you conclude an adventure in which you helped defeat a creature with the fire subtype or an adventure that takes place in Qadira or on the Plane of Fire, you can check the box that precedes this boon. In doing so, you forgo your Downtime for the adventure and instead earn gp equal to 100 times your character level. Treat your character level as 1 higher for each Fire Affinity boon you have earned.
[ ][ ][ ]Brass Tycoon (Exchange Faction): The Exchange has established profitable foothold on the Plane of Fire, and you have dedicated considerable attention to making sure all goes smoothly. You are so practiced in negotiating with fiery creatures that flames practically obey your spoken commands. You can check a box that precedes this boon before attempting a saving throw against an effect that deals fire damage or has the fire descriptor to roll the save twice and take the higher result; if you can speak Ignan, you extend this benefit against the effect to your allies (maximum one ally per Fire Affinity boon this character has earned). Alternatively, when you or an adjacent ally cast a spell with the fire descriptor, you can check a box to apply the Selective SpellAPG metamagic feat to the spell without changing its spell level or casting time (maximum one square excluded per Fire Affinity boon this character has earned).
[ ] Efreeti Arcana: You have studied powerful efreeti magic gathered over generations. Between adventures, you can check the box that precedes this boon to scribe (or teach to your familiar) two spells whose spell levels cannot exceed the highest-level spell you can cast. You can instead scribe three such spells so long as they each have the fire descriptor. This does not allow you to learn spells to which you would not otherwise have access, such as due to your class or race. Alternatively, you can check the box to cast scorching ray as a spell-like ability (CL 7th).
Fire Affinity (2): Your connection to elemental fire has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
ENTREPRENEUR (2+ goals): Once per game session, you may either purchase an item found on one of your Chronicle sheets at a 5% discount, or gain a +5 circumstance bonus on your Day Job check. This discount stacks with similar abilities for a maximum discount of 15%.
Spellbook:
Level 1:
Burning Hands
Comprehend languages
Crafter's Fortune
Detect Secret Doors
Ear-Piercing Scream
Endure Element
Feather Fall
Grease
Identify
Mage Armor
Magic Missile
Shield
Touch of the Sea
Level 2:
Burning Arc
False Life
Glitterdust
Gust of Wind
Mirror Image
See Invisibility
Spell 3:
Daylight
Dispel Magic
Fireball
Fly
Haste
Lighning Bolt
Tongues
Wind Wall
Spell 4:
Arcane Eye
Black Tentacles
Dimension Door
Dragon's Breath
False Life, Greater
Invisibility, Greater
Resilient Sphere
Faction Card:
Season 6
Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item
worth at least 100 gp per character level. (2/3)
Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a
successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level. (0/2)
Earn at least 50 gp as the result of a Day Job check. (2/2)
Earn at least 100 gp as the result of a Day Job check. (1/1)
Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse. (0/1)
Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic. (0/1)
Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending
25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your
character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you
are in that city, you may purchase all mundane items at a 10% discount. (0/1)
Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards. (0/5)