About Saleem MagmumSaleem Magmum 76925-21:
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increases to +6. Eschew Materials (Sorceror Bonus Feat)
spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Skill Focus (Knowledge(Planes)) (Level 3 Feat)
increases to +6. --------------------
Eastern Mysteries (Faction)
made your spellcasting ability difficult to resist. Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2. --------------------
skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Bloodline Arcana:
This also changes the spell's type to match the type of your bloodline. Bloodline Arcana:
This also changes the spell's type to match the type of your bloodline. Bloodline Powers:
select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
Cantrips:
These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials:
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Sorceror Spells (2) Level 1 7/day DC 15
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ranged touch attack. This ray deals 1d6 points of damage of your energy type + 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. --------------------
iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
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Ifrit:
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive. Native Outsider: Ifrits are outsiders with the native subtype. Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Ifrits have a base speed of 30 feet. Darkvision: Ifrits can see in the dark up to 60 feet. Efreeti Magic (Reduce Person): Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
on initiative checks. This racial trait replaces energy resistance.
all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
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Background Story:
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