Rayhan Xobhadi

Rayhan Xohbadi's page

209 posts. Alias of nilesr.


Race

HP: 45 | AC: 16/12/15; CMD: 14 | F: + 5; R: +4; W: +10| Initiative +5

Classes/Levels

Rayhan's Spellbook and Spells

About Rayhan Xohbadi

Rayhan Xobhadi
Male Human Wizard 10
N medium humanoid
Init +5 Senses Normal Vision Perception +4
DEFENSE
AC 16, touch 12, flat-footed 15 (Mage Armor Daily!)
hp 45
Fort 5 Reflex 4 Will 10
OFFENSE
Speed 30 ft
Melee Masterwork Dagger +4 (1d4-2/19-20/x2)
Ranged Ray +6 (Varies/x2)
Space 5 Reach 5
STATISTICS
STR 7 DEX 12 CON 11 INT 22 WIS 15 CHA 11
BAB 4 CMB 2 CMD 14
Feats Alertness, Skill Focus (Knowledge (arcana)), Cosmopolitan, Craft Wondrous Item, Craft Wands, Great Fortitude, Extend Spell, Quicken Spell
Skills Acrobatics 1, Appraise 18, Bluff 0, Climb -2, Wand 12, Diplomacy 11, Disguise 0, Escape Artist 1, Fly 11, Heal 2, Intimidate 0, Knowledge (arcana) 22, Knowledge (dungeoneering) 11, Knowledge (engineering) 11, Knowledge (geography) 11, Knowledge (history) 18, Knowledge (local) 11, Knowledge (nature) 11, Knowledge (planes) 19, Linguistics 12, Perception 4, Ride 1, Sense Motive 4, Spellcraft 18, Stealth 1, Survival 2, Swim 1
Languages Common, Ancient Osiriani, Kelish, Osiriani, Vudrani, Ignan, Aquan
Gear Masterwork Dagger, Wand of Magic Missile CL7 (47 charges)
Headband of Vast Intellect +2, Cloak of Resistance +1, Ring of Protection +1
Human Traits (Core 27)
• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Class Features

• Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Unarmed Strike; Pistol, dagger (melee attack)

• Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar ()

• Arcane School (Core 79): You are a specialist in arcane spells of the Divination spell school. Your prohibited schools are:Evocation Necromancy

• Forewarned (Su) (Core 80): You can always act in the surprise round but you are still considered flat-footed until you take an action. You receive a +4 bonus on initiative checks.*

• Diviner's Fortune (Sp) (Core 81): You can touch any creature as a standard action to give it a +4 insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 9 times a day.

• Scrying Adept (Su) (Core 81): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. Whenever you scry on a subject, treat the subject as one step more familiar to you. (Very familiar subjects get a –10 penalty on their save)

Feats

• Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*

• Skill Focus (Knowledge (arcana)) (Core 134): You get a +3 bonus on all checks involving the chosen skill.*

• Cosmopolitan (APG 156): You can speak and read two additional languages of your choice.* In addition Appraise and Diplomacy always count as class skills for you.*

• Craft Wondrous Item (Core 120): You can create magic wonderous items

• Craft Wands (Core 120): You can create magic wands

• Great Fortitude (Core 124): You get a +2 bonus on all Fortitude saving throws.*

• Scribe Scroll (Core 132): You can create a scroll of any spell you know.

• Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

• Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Magic Items

• Headband of Vast Intelligence +2 (Core 517): The headband grants the wearer an enhancement bonus to Intelligence of +2.*

• Ring of Protection +1 (Core 481): This ring provides a +1 deflection bonus*

• Cloak of Resistance +1 (Core 507): Gives a +1 resistance bonus to all saves*.

• Rod of Flame Extinguishing: This rod can extinguish Medium or smaller non-magical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod’s charges.

Extinguishing a Large or larger non-magical fire or a magic fire of size Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those generated by a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.

When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.

If a rod of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the rod deals 6d6 points of damage to the creature. This use requires 3 charges.

A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.