Katapesh Sailor

Seif-al-Din ibn-Subhi's page

706 posts. Alias of Luke_Parry.

Full Name

Seif-al-Din ibn-Subhi




Oracle (Dual-Cursed) 9


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12)






Neutral Good






Common, Samsaran, Kelish, Auran, Aquan, Ignan, Terran

Strength 7
Dexterity 7
Constitution 16
Intelligence 16
Wisdom 11
Charisma 24

About Seif-al-Din ibn-Subhi

Seif-al-Din is a powerfully built and bronzed Suli, standing 6'4" tall. Usually stern, he knows how to turn on the charm when necessary, and has a sharp eye for detail when it comes to matters relating to commerce. He typically dresses in well-tailored silk clothing when in town, and generally cultivates a short beard to blend in with the local Keleshite population as best he can.

Seif-al-Din is the youngest son of the powerful Subhi Trading Consortium, a clearing-house for exotic goods along the caravan lines of Katapesh.

Although Seif-al-Din was well cared for as a child, and provided with excellent instruction through his father's contacts in the Church of Abadar, he found his father to be emotionally distant, focusing as he did on spanning the country, and beyond, with a web of commerce that ultimately answered solely to him.

As such, Seif-al-Din became more and more caught up in the doctrine of progress and global betterment of the Dawnflower, eventually becoming ordained as a Holy Warrior of Sarenrae (with his Father's tacit, if distracted, approval). With his faith providing him a solid bedrock of contentment from which to work, Seif-al-Din was able to throw himself into the jobs that his father assigned to him, usually providing protection, and guidance (both literal and spiritual), on troubled routes (Gnoll raids, in particular, being a thorny problem, especially on the more Westerly routes) or investigating rumors of bandits or missing caravans...

...on one such journey, he encountered a small tribe of Janni nomads, who... recognised... something in Seif-al-Din. They invited him to join his tent with theirs that night, and showed him many wonders, culminating in a short foray to the Elemental Plane of Fire. The experience opened Seif-al-Din's eyes to a world he had only been dimly aware of, and awoke something previously dormant within his blood - when he was returned to the material plane, it was to discover that his skin had taken on a bronze-like sheen, his hair had become white as snow, and his eyes had taken on the color of cool, deep water.

The discovery that there was something... not entirely human... lurking in his family tree was shocking to say the least, but what he truly desired were answers... When he had a chance to return to Katapesh, he used his family connections to try and track down any and all information about the mingling of the blood of human and Genie-kind in his family, but drew a blank; the family records only extended back a few hundred years, and even that was shaky.

Thus, Seif-al-Din finds himself still searching for answers, dimly aware that possibly the information that he seeks is no longer known on this plane, but in Katapesh, where visitors from other planes are by no means out of the ordinary, that is not necessary an insurmountable problem; he just needs to find the right people to talk to...

Stat calculations:

Str 7 (+4 points)
Dex 7 (+4 points)
Con 14 (-6 points) - 2 racial + 2 Enhancement (Belt) ---> 14
Int 14 (-6 points) + 2 racial ---> 16
Wis 9 (+1 point) + 2 racial ---> 11
Cha 18 (-17 points)+ 2 Enhancement (Headband) + 2 (level 4, 8) ---> 22

Initiative: +9 [+7 Cha/Prophetic Armour + 2 Trait]
Senses: Low Light Vision, Perception +0
Speed: 40 ft (40ft in Armor) [30' (base) + 10' (Boots of Striding and Springing)]

AC: 26 (10 + 5 (+1 Mithril Chain Shirt) + 6 Cha + 3 (+1 Sanctified Mithral Heavy Shield) + 1 (Ring of Protection+1) + 1 (Amulet of Natural Armour +1))
Touch: 17 (10 + 6 Cha + 1 (Ring of Protection+1) )
Flat-footed: 20 (10 + 5 (+1 Mithril Chain Shirt) + 3 (+1 Sanctified Mithral Heavy Shield) + 1 (Ring of Protection+1) + 1 (Amulet of Natural Armour +1))

Hit Points: 86/86 (8+6+5+5+6+5+5+5+5 class + 27 Con + 9 Toughness)

Fort: +8 (+3 Class + 3 Con + 2 Resistance) Ref: +12 (+3 Class + 7 Cha + 2 Resistance) Will: +8 (+6 Class + 0 Wis + 2 Resistance)

+2 trait bonus on all saving throws against charm and compulsion effects.

+2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points.


Base Atk: +6/+1; CMB: +4 (+6 BAB - 2 Str); CMD: 13 (+6 BAB -2 Str - 2 Dex + 1 Deflection)


Skill Points per level: Oracle: 4 (Class) + 3 (Int)
Acrobatics -2
Appraise +7 (+3 Int + 1 rank + 3 class skill)
Bluff +7
Climb -2
Craft +3
Diplomacy +19 (+7 Cha + 9 ranks + 3 class skill)
Disguise +17 (+7 Cha + 10 Hat of Disguise)
Escape Artist -2
Heal +0
Intimidate +7
Knowledge(Arcana) +12 (+3 Int + 9 ranks)
Knowledge(History) +13 (+3 Int + 7 ranks + 3 class skill)
Knowledge(Planes) +15 (+3 Int + 9 ranks + 3 class skill)
Knowledge(Religion) +15 (+3 Int + 9 ranks + 3 class skill)
Perception +0
Perform +7
Profession(Merchant) +4 (+0 Wis + 1 rank + 3 class skill)
Ride -2
Sense Motive +0
Spellcraft +15 (+3 Int + 9 ranks + 3 class skill)
Stealth -2
Survival +0
Swim -2
Use Magic Device +16 (+7 Cha + 9 ranks)

Category Basic (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Category Basic (Faith)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Magical Lineage:
Category Basic (Magic)
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: Pick one spell when you choose this trait (Baleful Polymorph). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Wayang Spellhunter:
Category Region
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you.

Benefit: Select a spell of 3rd level or below (Ill-Omen). When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

1st: Noble Scion (Scion of War)
3rd: Craft Wondrous Item
5th: Toughness
7th: Additional Traits (Magical Lineage(Baleful Polymorph); Wayang Spellhunter(Ill-Omen)
9th: Persistent Spell
11th: Quicken Spell
13th: Heighten Spell
15th: Evolved Companion
17th: Evolved Companion
19th: Evolved Companion

Racial Abilities:
Low-Light Vision:
Samsarans can see twice as far as humans in conditions of dim light.
Samsarans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points.
Samsaran Magic:
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day— comprehend languages, deathwatch, and stabilize. The caster level for these effects equals the samsaran’s character level.
Mystic Past Life (Su):
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Cheetah's Sprint(1st), Barkskin(2nd), Greater Magic Fang(3rd), Greater Longstrider(3rd), Baleful Polymorph(5th), Seamantle(8th)
Racial Favored Class Bonus: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
(1st level: +1 Orison)
(2nd level: +1 Orison)
(3rd level: +1 Orison)
(4th level: +1 1st level)
(5th level: +1 1st level)
(6th level: +1 2nd level)
(7th level: +1 2nd level)
(8th level: +1 3rd level)
(9th level: +1 3rd level)

Class Features:
Tongues - Primary Curse:
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Possessed - Secondary Curse (does not advance):
Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result. You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.

1st level: Misfortune (Ex) - Dual Cursed:
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

3rd level: Prophetic Armor (Ex) - Lunar:
You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

5th level: Fortune (Ex) - Dual-Cursed:
At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

7th level: Primal Companion (Ex) - Lunar:
You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.

Orisons: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy@, Guidance, Light@, Mending, Purify Food and Drink@, Read Magic, Scrivener's Chant, Spark, Stabilise
1st level (2/6+2): Bless@, Cheetah's Sprint, Divine Favor, Infernal Healing, Liberating Command, Remove Fear@, Shield Companion, Ill-Omen$
2nd level (0/6+2): Barkskin, Bone Fists, Burst of Radiance, CMW, Delay Poison, Lesser Restoration@, Resist Energy@, Oracle's Burden$
3rd level (7/6+2): Borrow Fortune, CSW, Greater Longstrider, Greater Magic Fang, Invisibility Purge@, Magic Vestment@, Bestow Curse$
4th level (0/4+1): Air Walk, Blessing of Fervor, Death Ward, Divine Power, Freedom of Movement, Restoration, Moonstruck**
5th level: Baleful Polymorph, Break Enchantment, Breath of Life, Life Bubble, Plane Shift, Righteous Might, Aspect of the Wolf**
6th level: Greater Dispel Magic, Heal, Heroes' Feast, Planar Ally, Word of Recall, Litany of Madness**
7th level: Chains of Light, Eaglesoul, Greater Restoration, Particulate Form, Resurrection, Lunar Veil**
8th level: Create Demiplane, Death Clutch, Divine Vessel, Greater Spell Immunity, Heart of the Mammoth, Seamantle, Blood Mist**
9th level: Interplanetary Teleport, Mass Heal, Miracle, Polar Midnight**
**Mystery bonus spells
$Archetype replacements for Mystery bonus spells
@Favoured Class bonus spells

+1 Mithril Chain Shirt (2100)
+1 Sanctified Mithral Heavy Shield (2120)
Gold Holy Symbol of Sarenrae (100gp)

Platinum ring (50gp) x2
Head: Hat of Disguise (900) - crafted
Headband: Headband of Alluring Charisma +4 (8000) - crafted
Neck: Amulet of Natural Armour +1 (1000) - crafted
Shoulders: Cloak of Resistance +2 (2000) - crafted
Ring: Ring of Protection +1 (2000)
Belt: Belt of Mighty Constitution +4 (8000) - crafted
Feet: Boots of Striding and Springing (2750) - crafted

--=Handy Haversack (4lbs)=-- (1000) - crafted
Bedroll -5lbs (0.1)
Waterproof Bag (x2) (1)
Crowbar (2)

--=Side Pouch 1=--
Chalk (3) (0.03)
Fishhook (x2) (0.2)
Whetstone (0.02)
Scroll Case (1)

--=Side Pouch 2=--
Smelling Salts (25)
Lesser Rod of Extend x3 (3000x3 = 9000)
Lesser Rod of Reach (3000)
Wand of Infernal Healing [5/5] (750)
Wand of Infernal Healing [5/5] (750)

0 pp
50 gp
6 sp
5 cp

Shadow, Tiger Animal Companion 9:
N Large Animal
Init +4; Senses: Low-light vision, Scent; Perception +9, +17 if scent-based

AC: 30 (10 + 3 Dex + 9 natural + 6 Breastplate - 1 Size + 1 Deflection + 2 MV), Touch: 13 (10 + 3 Dex - 1 Size + 1 Deflection), Flat-footed: 27 (10 + 9 natural + 6 Breastplate - 1 Size + 1 Deflection + 2 MV)
hp: 71/71 (8+7+5+5+5+7+5+5 (HD) + 24 (Con))
Fort: +9 (+6 base + 3 Con), Ref: +10 (+6 base + 4 Dex), Will: +4 (+2 base + 2 Wis)

+4 morale bonus on Will saves against enchantment spells and effects.

Speed 60 ft. (45ft. in Armor)
Melee Bite +14 (+6 BAB + 7 Str + 2 GMF - 1 Size) (1d8+9+1d6+Grab), Claw +14 (+6 BAB + 7 Str + 2 GMF - 1 Size) (1d6+9+1d6+Grab), Claw +14 (+6 BAB + 7 Str + 2 GMF - 1 Size) (1d6+9+1d6+Grab)

Str 24, Dex 18, Con 17, Int 4, Wis 15, Cha 10
BAB +6; CMB +16 (+6 BAB + 7 Str + 1 Size + 2 GMF); CMD 29 (+6 BAB + 7 Str + 1 Size + 4 Dex + 1 Deflection)
Feats: Light Armor Proficiency (1st), Medium Armor Proficiency (2nd), Improved Unarmed Strike (5th), Dragon Style (8th), Eldritch Claws (10th), Combat Stamina (13th), *** (16th), *** (18th)
Skills: Acrobatics +6 (+4 Dex + 3 ranks + 3 class skill - 4 ACP), Climb +3 (+7 Str - 4 ACP), Escape Artist +0 (+4 Dex - 4 ACP), Intimidate +0, Linguistics (-2) (-3 Int + 1 rank), Perception +9 (+2 Wis + 4 ranks + 3 class skill), Stealth +0 (+4 Dex - 4 ACP), Survival +2, Swim +3 (+7 Str - 4 ACP)
SQ: Link, Share Spells, Evasion, Rake(1d6), Devotion, Grab, Pounce
Languages: Ignan (can't speak)
Tricks (3 per point of Int = 9; 3 additional bonus tricks**): Air Walk**, Attack, Attack(Anything)**, Come, Defend, Down, Exclusive**, Flank, Guard, Heel, Serve, Stay, Magic Item Activation
Armor: Breastplate Barding (400)
Neck: Amulet of Mighty Fists (Merciful) - (2000) - crafted
Spells In Effect: Shield Companion (+1 Deflection, +1 Resistance), Greater Magic Fangx5 (+2 Enhancement to natural attacks), Greater Longstrider, Magic Vestment

To Buy:

Lesser Rod of Extend (3000)
Amulet of Mighty Fists (Ghost-Touch) (2000) - crafted
Amulet of Mighty Fists (Holy) (8000) - crafted
Deliquescent Gloves (4000) - crafted