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About Zaindari AerahHP:180
Race::
Desert Tribesman (human Subtype) +4 Cha
+4 Constitution checks vs fatigue & exhaustion
25 Points available Advanced Charisma (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Charisma. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack 21 Avaliable Advanced Wisdom (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Wisdom. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments 15 Available Illusion Resistance (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. 14 Available Poison Resistance (3 RP): Prerequisites: None; Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
GM: background: Evil forces have taken over, heroes have failed and the forces of chaos have overspilled into the material plane.
You have taken time to learn your craft and have been fighting the forces of evil and chaos. You are a hunted and marked man. You have been cursed with an arcane mark of summoning, if you attempt to do anything with it many demons will be summoned to your very spot. Also if in the prescence, 100 feet, of an evil outsider a ray of golden light emits from your back up 30 feet. Your divinations have lead you to this spot, you must persuade those who control the Floating Grail of Destiny to return to their time to stop a great evil from rising to power, and efritti who came to power in this very region some hundred years ago. Sorcerer:
Elemental Sorcerer (fire) 10/ Sandshaper 10
Elemental The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Class Skill: Knowledge (planes). Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th). *These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element. Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse. 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. 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. Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20. Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet. Spells Known Spells available per day 0:9 1:5 6 2:5 6 3:4 6 4:4 6 5:4 6 6:3 6 7:3 6 8:2 5 9:1 3 Additional spells known [do not count vs max limit]
Oracle 20:
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. [Spoiler=Oricle of Life]Life Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Revelations: An oracle with the life mystery can choose from any of the following revelations. Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Combat Healer (Su): As the battle mystery revelation. Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day. Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum. Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long-term care for yourself. Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation. Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level). Final Revelation: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.
Additional Spells known
Racial Writeup:
25 Points available
Advanced Charisma (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Charisma. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack 21 Avaliable Advanced Wisdom (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Wisdom. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.
Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments 15 Available Illusion Resistance (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. 14 Available Poison Resistance (3 RP): Prerequisites: None; Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Zaindari is a short wiry man is loose fitting dark robes with a sparse beard, his eyes are a murky white that has flames flicker across them occasionally, his treasured staff stands higher than he does, bound in gold and blue rings. his voice is soft and he is accompanied by a small fox. the fox's name is "Aer" |