About Zoltan, WishgranterZoltar Very little new for Zoltan at 5. Couple extra spells, channel now 3d6. Added Divine spells known: 1st: Cause fear, 2nd: Lessor Restoration
Added feat: Selective Channeling LN Male Ifrit Wishcrafter Sorcerer / Inerrent Voice Life Oracle 4 (buffer, protector)
DEFENSE
Fort +3 (+1 class +2 Con)
Defensive Abilities
OFFENSE
Melee
Ranged
Spells Remaining
Arcane/Sorcerer
Arcane Spells Known (6/4/2)
Divine/Oracle
Divine Spells Known (6/4/2)
STATISTICS
SKILLS 16 ranks (4 +0 Int/4 +0 Int/4 +0 Int/4 +0 Int/4 +0 Int)
FEATS
TRAITS
COINS
EQUIPMENT
SPECIAL ABILITIES
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
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. Wishcrafter (Sorcerer Archetype)
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
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.
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.
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
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