Jhavhul

Saleem Magmum's page

195 posts. Organized Play character for nightdeath.


Full Name

Saleem Magmum

Race

HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day

Classes/Levels

Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Gender

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4

Size

Medium

Age

57

Special Abilities

Elemental Ray

Alignment

Neutral

Deity

Gozreh

Languages

Common, Ignan, Dwarven

About Saleem Magmum

Saleem Magmum 76925-21:

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[Spoiler=Character Crunch]
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Male Ifrit Sorceror (Elemental: Flame) 4
Neutral Medium Humanoid
Init +9; Senses Darkvision 60ft Perception -1

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Defense
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AC 13, touch 13, flat-footed 10 (+0 armor, +0 Shield, +3 Dex, +0 natural, +0 Dodge, +0 Size)
hp 26 (4d6+8)
Fort +3, Ref +4, Will +3
Resist None

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Offense
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Offenses
Speed 30 ft.
Ranged xx +5 (xdx x/xX) (xxFt)
Melee Quarterstaff +1 (1d6+0 20/x2)
Special Attacks Elemental Ray (30Ft Ranged Touch +5, 1d6+2 Fire Damage 20/x2) 7/day,
Spell-Like Abilities
Cast Reduce person 1/day,

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Statistics
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Str 10, Dex 16, Con 14, Int 10, Wis 8, Cha 18
Base Atk +2; CMB +2; CMD 15
Languages Common, Ignan, Dwarven
SQ None (dc XX)

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Feats
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Skill Focus (Intimidate) (Level 1 Feat)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus

increases to +6.

Eschew Materials (Sorceror Bonus Feat)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the

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)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus

increases to +6.

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Traits
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Fiery Glare (Race)
You can use your unearthly nature to frighten others. You can always take 10 on Intimidate checks, even in combat.

Eastern Mysteries (Faction)
Ever since you were a young child, you studied the ancient arcane arts of several eastern societies, and those studies have

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.

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Class Features
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Bloodline:
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class

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:
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline.

This also changes the spell's type to match the type of your bloodline.

Bloodline Arcana:
Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline.

This also changes the spell's type to match the type of your bloodline.

Bloodline Powers:
One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must

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.
Element - Fire
Energy Type - Fire
Elemental Movement - +30 feet base speed

Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.”

These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials:
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

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Skills
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Acrobatics +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Appraise +0(+0 Rank, +0 trained, +0 Ability)
Bluff +8 (+1 Rank, +3 trained, +4 Ability)
Climb +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +5 (+1 Rank, +0 trained, +4 Ability)
Disable Device +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Disguise +4 (+0 Rank, +0 trained, +4 Ability)
Escape Artist +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Fly +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Handle Animal +4 (+0 Rank, +0 trained, +4 Ability)
Heal -1 (+0 Rank, +0 trained, -1 Ability)
Intimidate +11 (+1 Rank, +3 trained, +4 Ability, +3 Skill Focus)
Knowledge (Arcana) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Planes) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Religion) +0 (+0 Rank, +0 trained, +0 Ability)
Linguistics +0 (+0 Rank, +0 trained, +0 Ability)
Perception -1 (+0 Rank, +0 trained, -1 Ability)
Perform () +4 (+0 Rank, +0 trained, +4 Ability)
Ride +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Sense Motive +-1 (+0 Rank, +0 trained, -1 Ability)
Spellcraft +4 (+1 Rank, +3 trained, +0 Ability)
Stealth +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Survival -1 (+0 Rank, +0 trained, -1 Ability)
Swim +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Use Magic Device +4 (+0 Rank, +0 trained, +4 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Sorceror Spells Known (5) Level 0 DC 14
Detect Magic: Detects spells and magic items within 60 ft.
Prestidigitation: Performs minor tricks.
Spark: Ignites flammable objects.
Mage Hand: 5-pound telekinesis.
Acid Splash: Orb deals 1d3 acid damage.

Sorceror Spells (2) Level 1 7/day DC 15
Mage Armor: Gives subject +4 armor bonus.
Grease: Makes 10-ft. square or one object slippery.

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Special Abilities
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Elemental 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 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.

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Equipment
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Equipment list]
Melee Weapons Quarterstaff
Ranged Weapons
Armor
Other Gear i]Sorcerer's kit : This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an

iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Magic Item
Wand of Infernal Healing (50/50)
Wand of Shield (50/50)
Wand of Magic Missle (50/50)
Hat of Disguise
Wealth 30gp

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Racial Traits
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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.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus

on initiative checks. This racial trait replaces energy resistance.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for

all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1

caster level.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the

following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

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Background Story:

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