Race |
| HP: 65/138 | AC: 31 | F: +20, R: +21, W: +21; +1 vs magic | Perception +21| Focus 3/3 | Spells: 7th 2/3; 6th 4/4; 5th 3/4; 4th 4/4; 3rd 4/4; 2nd 4/4; 1st 4/4 |
Gender |
Appearance |
About Sadiki
Female suli human sorcerer 13
CG Medium Human, Suli
Senses: Perception +21 (+17 proficiency, +4 Wis); darkvision
DEFENSE
AC 31 (+17 proficiency, +4 Dex)
HP 138
Fort +20 (+17 proficiency, +3 Con)
Ref +21 (+17 proficiency, +4 Dex)
Will +10 (+17 proficiency, +4 Wis)
+1 vs spells and magic
OFFENSE
Melee staff +17 (d8)
Ranged crossbow +21 (d8)
Sorcerer Spell +22; DC 32
Spd 30 ft
SORCERER SPELLS
7th (3/day)--energy aegis, +2
6th (4/day)--baleful polymorph, disintegrate, true seeing, +1
5th (4/day)--cone of cold, control water, summon dragon, +1
4th (4/day)--chromatic ray, creation, stoneskin, +1
3rd (4/day)--crashing wave+1, enthrall, haste, lightning bolt
2nd (4/day)—dispel magic, invisibility, scorching ray^, water walk
1st (4/day)--color spray, hydraulic push^, illusory disguise, pest form
Cantrips (5)--detect magic, electric arc, ghost sound, mage hand, prestidigitation
FOCUS POWERS (3 Focus Points)
Genie's Veil
Cast somatic; Trigger A creature within range is attacked.
Range 30 feet; Targets 1 willing creature
With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become concealed against the triggering attack and until the end of the current creature's turn.
Heart's Desire
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration varies
You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save.
Critical Success The target disbelieves the illusion and is unaffected.
Success For 1 round, the target is stupefied 2 and takes a –2 status penalty to any checks it makes to determine the effects of reactions.
Failure For 1 minute, the target is stupefied 2 and can't use reactions.
Critical Failure As failure, and all spaces are difficult terrain for the target.
Lay on Hands (42 hp)
STATISTICS
Str 10 (+0)
Dex 18 (+4)
Con 16 (+3)
Int 10 (+0)
Wis 18 (+4)
Cha 20 (+5)
CLASS FEATURES
Bloodline: Genie
Blood Magic: Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a –1 status penalty to Perception for 1 round.
HERITAGE
Suli: You are descended from a janni or otherwise embody a dichotomy of opposing elemental planar forces. You gain the suli trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from suli feats and feats from your ancestry whenever you gain an ancestry feat.
BACKGROUND
Genie Blessed: You've sought out a powerful genie and requested their blessing, hoping to increase your fortune. Your wish was vague, but fortune and the genie favored you with a more powerful effect than an ordinary wish, granting you bits of wish-twisted luck throughout the rest of your life. Meanwhile, other genies of the same kind recognize you as one blessed by one of their most powerful nobles, and might treat you with greater respect or envy.
Choose two ability boosts. One must be to Charisma, and one is a free ability boost.
You're trained in the Diplomacy skill and the Genie Lore skill. You gain the Wish for Luck free action.
Wish for Luck (arcane, auditory, divination, fortune) Frequency once per day; Trigger You are about to roll an attack roll, saving throw, or skill check; Effect You wish aloud for success. Roll the check twice and take the higher result.
ANCESTRY FEATS
Elemental Eyes
Elemental Embellish: You can summon a harmless but impressive elemental display. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. When you Demoralize a foe, if you choose to Demoralize via an elemental display, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.
Natural Ambition: Reach Spell
Elemental Bulwark (Reaction)
Trigger An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, fire, or water trait.
You call upon the corresponding elements of your suli heritage to resist the effect. You gain resistance 5 against the triggering damage.
Wavetouched Paragon: You have been blessed by the sea, granting you the ability to swim like a fish. You gain a 15-foot swim Speed.
Janni Magic: The magic of jann runs through your blood. You can cast enlarge and speak with animals once per day each as 2nd-level arcane innate spells.
Improved Elemental Bulwark: You gain resistance 10 from Elemental Bulwark instead of 5.
CLASS FEATS
Blessed One Dedication: You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity.
Arcane Evolution
Magaambyan Attendant Dedication
Advanced Bloodline
Emearld Boughs Accustomation: You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.
Bloodline Resistance
Overwhelming Energy
Bloodline Focus
SKILL FEATS
Battle Medicine
Continual Recovery
Lie to Me
Ward Medic
Glad Hand
+2
GENERAL FEATS
Toughness
Fleet
Adopted Ancestry (Anadi)
+1
SKILLS
Arcana +15
Deception +22 (E)
Diplomacy +22* (M)
Genie Lore +15
Medicine +23 (M)
Nantambu Lore +15
Nature +21 (E) (+22 to identify animals)
Intimidation +22
Society +19 (M)
Stealth +19
Survival +19
LANGUAGES
Common, Taldane
EQUIPMENT
animal staff, crossbow, mask of mercy, crown of the companion, staff of abjuration, 262 gp