Zayifid

Zoltan, Wishgranter's page

81 posts. Alias of PJP.


Full Name

Zoltan

Race

Ifrit

Classes/Levels

Wishcrafter Sorcerer / Intrigue Oracle 5 HP: 29/38 AC: 13 (13 Tch, 10 FF) | F+3 R+4 W+4 | Init:+9 Perc: +0 | Active: none

Gender

Male

Size

Medium

Age

Unknown

Alignment

LN

Languages

Common, Ignan

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 20

About Zoltan, Wishgranter

Zoltar

Very little new for Zoltan at 5. Couple extra spells, channel now 3d6.

Added Divine spells known: 1st: Cause fear, 2nd: Lessor Restoration
Added Arcane spells known: 1st: Grease, 2nd: See Invisibility

Added feat: Selective Channeling

LN Male Ifrit Wishcrafter Sorcerer / Inerrent Voice Life Oracle 4 (buffer, protector)
Languages Common, Ignan
Initiative +9 (+3 Dex +4 Imp Init +2 trait)

DEFENSE
AC 13 (+3 Dex), touch 13, flat-footed 10;
CMD 16 (10 +3 BAB +0 Str +3 Dex)
HP 38 (8 +2 Con / 5 +2 / 5 +2 / 5 +2 / 5 +2 )

Fort +3 (+1 class +2 Con)
Ref +4 (+1 class +3 Dex)
Will +4 (+4 class +0 Wis)

Defensive Abilities
Resistances: fire 5, acid 5, cold 5
+2 trait bonus on saving throws against charm and compulsion effects.

OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +3; Ranged Touch +6
CMB +3 (+3 BAB +0 Str)

Melee
Dagger +3 Att, 1d4+0 dmg

Ranged
Dagger +6 Att, 1d4+0 P/S dmg
Dart +6 Att, 1d4+0 P dmg Crit x2 Range 20 ft.
Alchemist Fire
Acid

Spells Remaining
Enlarge/reduce person: 0 of 1 per day
Channel (3d6): 5 of 6 per day
Heavenly Fire: 7 of 8 per day (1d4+2 dmg or healing, 30')
Today's Ward: Mira

Arcane/Sorcerer
1: 3 of 7 2: 4 of 5 (6+1/4+1)

Arcane Spells Known (6/4/2)
Cantrips (DC 15): Acid Splash, Read Magic, Daze, Ray of Frost, Disrupt Undead, Prestidigitation
1st Level (DC 16): Grease, Magic Missile, Silent Image (+1 DC), Hypnotism (+1 DC)
+1
2nd Level (DC 17): Flaming Sphere (3d6 for 4 rounds, Ref save), See Invisibility

Divine/Oracle
1: 6 of 7 2: 2 of 5 (6+1/4+1)

Divine Spells Known (6/4/2)
Cantrips (DC 15): Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Mage Hand, Ghost Sound
1st Level (DC 16): Cure Light Wounds, Remove Fear, Bless, Cause Fear
2nd Level (DC 17): Bull's Strength, Lessor Restoration, Shield Other (Abj), Augury

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 20 (+5)

SKILLS 16 ranks (4 +0 Int/4 +0 Int/4 +0 Int/4 +0 Int/4 +0 Int)
Acrobatics +2 (+2 Dex)
Appraise* +4 (1 rank +0 Int +3 class)
Bluff* +9 (1 rank +5 Chr +3 class)
Climb +0 (+0 Str)
Craft* ()
Diplomacy* +12 (4 rank +5 Chr +3 class)
Disguise +5 (+5 Chr)
Escape Artist +3 (+3 Dex)
Fly* +2 (+2 Dex)
Heal* +4 (1 rank +0 Wis +3 class)
Intimidate* +9 (1 rank +5 Chr +3 class)
Knowledge, arcana* +4 (1 rank +0 Int +3 class)
Knowledge, history* +4 (1 rank +0 Int +3 class)
Knowledge, nature* +4 (1 rank +0 Int +3 class)
Knowledge, planes* +4 (1 rank +0 Int +3 class)
Knowledge, religion* +4 (1 rank +0 Int +3 class)
Perception +0 (+0 Wis)
Ride +3 (+3 Dex)
Sense Motive* +4 (1 rank +0 Wis +3 class)
Sleight of Hand +3 (+3 Dex)
Spellcraft* +4 (1 rank +0 Int +3 class)
Stealth +3 (+3 Dex)
Survival +0 (+0 Wis)
Swim +0 (+0 Str)
Use Magic Device* +13 (5 rank +5 Chr +3 class)

FEATS
Eschew Materials (bonus)
Improved Initiative(1st)
Spell focus: Illusion (3rd)
Selective Channeling (5th)

TRAITS
Reactionary (+2 init)
Focused Disciple: When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

COINS
PP 0
GP 11
SP 0
CP 0

EQUIPMENT
Boots of Levitation (3750 gp)
Headband of alluring charisma +2 (2000 gp)
Dagger x2 (4 gp)
Dart X 10 (5 gp; 5 lb)
Alchemist's Fire x 2 (40 gp, 4 lb)
Acid x 4 (40 gp, 4 lb)
Camel (150 gp)

SPECIAL ABILITIES
Inerrant Voice (Oracle Archetype)
Curse: Haunted (Add mage hand and ghost sound to your list of spells known.)
Mystery: Life

Revelation (1st): 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.

Revelation (3rd): Vigilant Protector (Su) Each day when you recover your spells, you can select a specific person you know other than yourself as your ward. When your ward becomes the target of an attack or spell and you are aware of the attack, you can cast an abjuration spell you know on the ally as an immediate action. You must expend the appropriate spell slot and be able to target the ally as normal for the spell. You can use this revelation once per day, plus an additional time at 7th level and every 4 oracle levels thereafter.

Bloodline: Celestial
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5.

Wishcrafter (Sorcerer Archetype)
Wishcrafters are born with a talent for manipulating reality inherited from their efreeti ancestors. However, like the genies they are descended from, wishcrafters can only draw upon this power to fulfill the desires of others. A wishcrafter has the following class features.

Wishbound Arcana (Su): At 1st level, the wishcrafter can use the wishes of non-genie creatures other than herself in place of the normal verbal components of her spells. A creature can make a wish as a free action at any time, even during the wishcrafter's turn. The wishcrafter must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn't normally have a verbal component gains one when cast using this ability. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell the wishcrafter knows (for example, wishing to be bigger could supply the verbal component for enlarge person). A wishcrafter gains a +1 bonus to her caster level when using a creature's wish as a verbal component in this manner, but cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than a target or targets. A wishcrafter is under no compulsion to grant a creature's wish. Once the wishcrafter grants a creature's wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours. This ability replaces bloodline arcana.

Expanded Wishcraft: At 3rd level and every 2 levels thereafter, the wishcrafter grows more adept at altering reality to fit the whims of others. She may add an additional spell selected from the sorcerer/wizard spell list to her list of spells known. This spell must be one level lower than the highest-level spell she can cast. A wishcrafter can only use these spells in conjunction with her wishbound arcana ability. For example, if she used this ability to learn cat's grace, she can only cast it when another creature wishes for it, and can't cast it on herself because it is a targeted spell. She cannot use these spells to craft or recharge magic items. These bonus spells replace the bloodline spells gained by the sorcerer's bloodline.

Ifrit Racial Traits
+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: 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.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level; DC 11 + Charisma modifier).

Energy Resistance: Ifrits have fire resistance 5.

Hypnotic: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
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.

DESCRIPTION

BACKGROUND

Creation/Planning:

25 pt buy
S 0 10 +1
D 5 +2 16 +2
C 5 14 +2
I 0 10 +1
W 2 -2 10 +2
Ch 13 +2 19 -1 +1 at level 4

4th Level: +1 Charisma