Jarl of the North Wind

Ramli Il-Bahr's page

90 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Ramli Il-Bahr

Race

Human

Classes/Levels

Sorcerer (efreeti bloodline) 1

Gender

M

Size

M

Alignment

CG

Deity

Kurgess (The Strong Man)

Location

Absalom

Languages

Taldan, Ignan

Homepage URL

PFS #: 83959-3

Strength 12
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 11
Charisma 16

About Ramli Il-Bahr

"The ladies call me the Ram -- for obvious reasons -- but as you do not look like a lady, my friend, you may call me Ramli, Ramli il-Bahr."

[ ooc]Perception:[/ooc] [dice]1d20+5[/dice]

[ spoiler=Status]
AC 12, touch 12, flat-footed 10
Fort +2, Ref +2, Will +2
CMD: 13
HP: 8/8
Effects:
[/spoiler]

---

Favored Class: Sorcerer

Hit Points: 8
XP:
Initiative: [dice]1d20+2[/dice]
Speed: 30 feet

Attacks:

BAB: +0
Melee: +1
Ranged: +2
CMB: +1

Cestus: [dice]1d20+1[/dice]
Damage: [dice]1d4+2[/dice]
Critical: 19-20/x2; Type: B/P

Dagger: [dice]1d20+2[/dice]
Damage: [dice]1d4+2[/dice]
Critical: 19-20/x2; Range: 10 feet; Type: B/P

Ray/ranged touch: [dice]1d20+2[/dice]

Defense:

AC: 12 (+2 Dex)
Touch: 12
Flat-footed: 10
CMD: 13
Armor: None

Fortitude save: [dice]1d20+2[/dice] (0 base, +2 Con)
Reflex save: [dice]1d20+2[/dice] (0 base, +2 Dex)
Will save: [dice]1d20+2[/dice] (2 base, +0 Wis)

Class abilities:

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.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type.

Fire Ray (Sp): Starting at 1st level, 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 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells:

Concentration check: [dice]1d20+4[/dice]

Fire Ray (Sp): [dice]1d6+1[/dice] 6/day

Spells Known:
Orisons: acid splash, detect magic, light, prestidigitation, read magic
1st level (4/day): snapdragon fireworks (DC 14), mage armor

Other spells to consider: spark, resistance, vanish

Feats/Traits:

Human: Spell Penetration: +2 to beat SR
1st: Spell focus: evocation +1 to DC for evocation spells
Bonus: Eschew Materials

Trait: Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Trait: Magical lineage: fireball Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Skills:

5 ranks/level (2 for sorcerer +1 for Int +1 for human)

Bluff: +7 (1 rank, 3 class skill, 3 Cha)
[ ooc]Bluff:[/ooc] [dice]1d20+7[/dice]

Diplomacy: +4 (1 rank, 3 Cha)
[ ooc]Diplomacy:[/ooc] [dice]1d20+4[/dice]

Knowledge (arcana): +5 (1 rank, 3 class skill, 1 Int)
[ ooc]Knowledge (arcana):[/ooc] [dice]1d20+5[/dice]

Perception: +5 (1 rank, +1 trait bonus, 3 class skill, 0 Wis)
[ ooc]Perception:[/ooc] [dice]1d20+5[/dice]

Spellcraft: +5 (1 rank, 3 class skill, 1 Int)
[ ooc]Spellcraft:[/ooc] [dice]1d20+5[/dice]

[ooc]Other class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (planes) (Int), Profession (Wis), Use Magic Device (Cha)

Gear:

Combat gear
Cestus (5 gp)
2 daggers (4 gp)

Mundane gear
Backpack (2 lbs., 2 gp)
-Bedroll (5 lbs., 1 sp)
-Canteen (1 lb., 2 gp)
-2 scroll cases (1 lb, 2 gp)
-Soap (1/2 lb., 1 cp)
- Traveler's outfit (5 lbs.)
- 50 foot hemp rope (10 lbs., 1 gp)
- Trail rations, 2 days (2lbs., 1 gp)

2 belt pouches (1 lb., 1 gp)
- 1 flask holy water (1 lb., 25 gp)
- 1 vial antitoxin (50 gp.)

56 gp, 9 sp, 9 cp

Racial abilities:

+2 to One Ability Score: Applied to Charisma

Medium: Human are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

PFS Scenarios done:

3-05: Tide of Twilight