Jhavhul

Sard Osaam's page

206 posts. Organized Play character for Dennis Muldoon.


Full Name

Sard Osam

Race

CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6

Classes/Levels

| Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Gender

Male

About Sard Osaam

Statblock:
Sard Osaam
Male ifrit sorcerer 9 (Pathfinder RPG Bestiary 2 160)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 15, touch 14, flat-footed 12 (+1 armor, +1 deflection, +3 Dex)
hp 52 (9d6+14)
Fort +10, Ref +10, Will +9; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Resist acid 3, cold 2, electricity 4, fire 2, fire 20
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Offense
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Speed 30 ft.
Melee cold iron dagger +3 (1d4-1/19-20) or
. . quarterstaff +3 (1d6-1)
Ranged light crossbow +7 (1d8/19-20)
Spell-Like Abilities (CL 9th; concentration +17)
. . 1/day—efreeti magic[ARG][ARG]
Bloodline Spell-Like Abilities (CL 9th; concentration +18)
. . 12/day—elemental ray (1d6+5 fire)
. . 1/day—elemental blast (9d6 fire, DC 23)
Sorcerer Spells Known (CL 9th; concentration +18)
. . 4th (6/day)—ball lightning[APG] (DC 23), elemental body I, enervation
. . 3rd (8/day)—dispel magic, fireball (DC 22), fly, protection from energy
. . 2nd (8/day)—create pit[APG] (DC 21), false life, glitterdust (DC 21), scorching ray (fire), see invisibility
. . 1st (9/day)—burning hands (fire) (DC 20), comprehend languages, liberating command[UC], mage armor, magic missile, summon monster I
. . 0 (at will)—acid splash, daze (DC 19), detect magic, message, open/close (DC 19), prestidigitation, read magic, spark[APG] (DC 19)
. . Bloodline Elemental (fire)
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Statistics
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Str 9, Dex 16, Con 12, Int 10, Wis 8, Cha 26
Base Atk +4; CMB +3; CMD 17
Feats Additional Traits, Eschew Materials, Great Fortitude, Merciful Spell[APG], Point-Blank Shot, Precise Shot, Spell Penetration
Traits ancient historian, ascendant recollection, desert child (desert), trustworthy
Skills Bluff +14 (+17 to influence creatures with the earth subtype, +18 to influence creatures with the air subtype, +16 to influence creatures with the water subtype, +16 to influence wayangs, +16 one check when wayfinder is presented to another member of the Pathfinder Society, +16 vs. Torch or his agents, +16 to influence creatures with the fire subtype, +15 to fool others), Diplomacy +16 (+18 vs. natives of the Plane of Air, +19 to influence creatures with the earth subtype, +20 to influence creatures with the air subtype, +18 to influence creatures with the water subtype, +18 to influence wayangs, +18 one check when wayfinder is presented to another member of the Pathfinder Society, +18 vs. Torch or his agents, +18 to influence creatures with the fire subtype), Disguise +10, Fly +7, Handle Animal +11 (+14 to influence creatures with the earth subtype, +15 to influence creatures with the air subtype, +13 to influence creatures with the water subtype, +13 to influence creatures with the fire subtype), Intimidate +14 (+16 vs. natives of the Plane of Air, +17 to influence creatures with the earth subtype, +18 to influence creatures with the air subtype, +16 to influence creatures with the water subtype, +16 to influence wayangs, +16 one check when wayfinder is presented to another member of the Pathfinder Society, +16 vs. Torch or his agents, +16 to influence creatures with the fire subtype), Knowledge (arcana) +9, Knowledge (planes) +4 (+6 or total of 3 + faction goals completed, whichever higher (count as trained)), Linguistics +4, Spellcraft +10, Survival -1 (+1 to avoid becoming lost), Use Magic Device +14
Languages Ancient Osiriani, Common, Ignan, Osiriani
SQ bloodline arcana (change energy damage spells to match bloodline energy), fire affinity
Combat Gear lesser piercing metamagic rod[UE], oil of daylight, potion of cure light wounds, scroll of invisibility, wand of grease (9 charges), wand of identify (21 charges), wand of infernal healing (33 charges), wand of magic missile (47 charges), wand of magic missile (CL 5th, 8 charges), acid (3), alkali flask[APG], antiplague[APG] (2), antitoxin (3), holy water (2); Other Gear haramaki[UC], cold iron dagger, light crossbow, quarterstaff, belt of incredible dexterity +2, chime of opening, circlet of persuasion, lesser, cloak of resistance +3, handy haversack, headband of alluring charisma +4, lesser talisman of freedom[OA], lesser talisman of life's breath[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], ring of protection +1, wayfinder (seal of the decemvirate)[ISWG], backpack, bandolier[UE], bedroll, courtier's outfit, earplugs[APG], knotted silk rope (worth 10 gp, 5 lb), silk rope (50 ft.), tiny shovel (worth 10 gp) (4), trail rations (4), 920 gp, 8 sp, 7 cp
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Special Abilities
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+2 on Charisma-based skill checks (Su) Gain +2 sacred bonus on all Charisma-based skills
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Elemental Blast (9d6 fire, 1/day, DC 23) (Sp) As a standard action, deal dam in 20 ft. burst up to 60 ft. away (Ref half).
Elemental Ray (1d6+5 fire, 12/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster le
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

PFS credits:
#7-10 The Consortium Compact
Module: We Be Goblins! (GM)
#7-14 Faithless and Forgotten, Part 1: Let Bygones Be
#2-21 The Dalsine Affair
#7-16 Faithless and Forgotten, Part 2: Lost Colony of Taldor
#7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance
#8-08 Tyranny of Winds, Part 1: The Sandstorm Prophecy
#8-10 Tyranny of Winds, Part 2: Secrets of the Endless Sky
#8-05 Ungrounded by Unbroken (GM)
#8-12 Tyranny of Winds, Part 3: Caught in the Eclipse
#8-07 From the Tome of Righteous Repose
#0-03 Murder on the Silken Caravan (GM)
#7-99 Through Maelstrom Rift
#6-19 Test of Tar Kuata
#6-21 Tapestry's Toil
#2-06 The Heresy of Man, Part 1: The First Heresy (GM)
#2-07 The Heresy of Man, Part 2: Where Dark Things Sleep (GM)
#2-09 The Heresy of Man, Part 3: Beneath Forgotten Sands (GM)
#9-02 A Case of Missing Persons
#9-03 On the Border of War
#9-07 Salvation of the Sages
#2-12 Below the Silver Tarn (GM)
#8-09 Forged in Flame, Part 1: The Cindersworn Pact
#8-11 Forged in Flame, Part 2: Cleansed with Fire