Wishcraft caster

Sendi's page

407 posts. Alias of Grumbaki.


Race

Wounds (0) HP (31) AC (18/14/14) Saves (8/7/6) LoH 1d6 (4/4) Initiative (+3)

Classes/Levels

Immune (fear, fire) Vulnerable (cold)

Alignment

LG

Strength 11
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Sendi

Offense and Defense:

To Hit: +3 (BaB) +3 (Dex) +1 (MW) = +7
Damage: 1d6 (Base) +2 (Fire) +3 (Dex) +1 (LG) 1d6+2+4

[dice=Hit]1d20+7[/dice]
[dice=Damage]1d6+4[/dice]
[dice=Fire Damage]2[/dice]

Defense
* AC: 10 (base) +3 (Dex) +1 (Dodge) +3 (Armor) +1 (Shield) = 18/14/14
* Fort: +3 (Base) +2 (Con) +3 (Cha) = +8
* Ref: +1 (Base) +3 (Dex) +3 (Cha) = +7
* Will: +3 (Base) +0 (Wis) +3 (Cha) = +6
* Lay on Hands 1d6: +1 (lvls) +3 (Cha) = 4 uses

Race, Traits, Station:

Race: Ifrit
* Ability Score Modifiers: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
* Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
* Darkvison: can see perfectly in the dark up to 60 feet.
* Brazen Flame: Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.
* Desert Mirage Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.

Traits
* Armored Rider: You gain a +1 trait bonus on Ride checks, and Ride is a class skill for you. You don’t take an armor check penalty on Ride checks while wearing light or medium armor.
* Merciful Scimitar: You can deal nonlethal damage with a scimitar without taking a penalty on your attack rolls.

Station
* Desert Rider
* Current: 11

Template: Fiery Creature:

Link
Rebuild Rules: Type gains the fire subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR as noted on the table below; Attacks gains bonus fire damage as noted on the table below on attacks with natural weapons and metal weapons.

Simple Template: Fiery Creature (CR +0 or +1) A fiery creature’s CR increases by 1 only if the base creature has 5 or more HD
Hit Dice 1-4
Fire Damage: 1
DR: None

Hit Dice 5-10:
Fire Damage: 2d6
DR: 3/-

Hit Dice 11+:
Fire Damage: 3d6
DR: 5/-

Feats, Skills, Equipment:

Feats:
Lvl 1: Weapon Finesse (class), Mounted Combat (Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.)
Lvl 3: Dervish Dance

Skills
* Ride (+10)
* Diplomacy (+9)
* Perform (Sword) Dance (+9)
* Handle Animal (+9)

Equipment 4k
* MW Liquid Glass Scimitar (1115)
- This heatstone-derived glass is warm to the touch and slightly malleable, as if it were still liquid. A pliable nature allows this otherwise razor-sharp crystal to repair itself when it takes damage. An item made from liquid glass repairs damage to itself at a rate of 2 hit points per day, even if the weapon is broken or destroyed (but not if the weapon is destroyed in a way that the pieces cannot be retrieved, such as via disintegrate). If a weapon made from liquid glass has full hit points, it grants a +1 bonus on damage rolls. Items made from liquid glass have 10 hit points per inch of thickness and hardness 10.
* 5x Javelins (5)
* Studded Leather (25)
* Buckler (5)
* Ring of Sustenance (2500)
* Combat-trained heavy horse (300) with reinforced tunic barding (4)
- AC 16, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural, +1 Armor) hp 19
- Fort +8 Ref +7 Will +3
- Speed 50 ft.
- Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
* 2x saddlebags (8) holding fighter’s kit (9) and fur-lined bedroll (1) 5 days extra feed (5)
* Cold Weather Outfit: Includes a heavy cloak, thick boots, gloves, and layers. Provides +5 bonus to resist cold weather(8) Desert Outfit (free)
* 10 gold
To buy: qadiran saddle: 200 gold, +2 circumstance to ride and no ac penalty for charging

Virtuous Bravo Paladin:

Aura of Good (Ex)
* The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
* At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Bravo’s Finesse (Ex)
* A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Bravo’s Smite (Su)
* Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
* In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
* The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
* When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC. This ability alters smite evil.

Nimble (Ex)
* At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor.
* Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level).
* This ability replaces mercy.

Divine Grace (Su)
* At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
* Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
* Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)
* At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
* At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.