Ruins of Undermountain

KALIL BAKRAN LEVEL 14

Male human sorcerer 14

CG Medium humanoid (human)

Init +7+3 Dex plus +4 Improved Initiative; Senses darkvision, see invisibility; Perception +3

  DEFENSE

AC 23, touch 16, flat-footed 20 (+4 armor, +3 Dex, +3 deflection, +3 natural)

hp 110 (14d6+5614d6 sorcerer, +42 Con, +14 Favored Class, +0 Toughness feat)

Fort +9+4 base, +3 Con, +2 cloak of resistance, Ref +11+4 base, +3 Dex, +2 Lightning Reflexes feat, +2 cloak of resistance, Will +12+9 base, +1 Wis, +2 cloak of resistance; +4 vs. visual effects, gaze attacks, and sight-based illusions

Resist cold 10minor ring of energy resistance, electricity 5shocking robe, fire 2010 increases to 20 at level 9

  OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee

+2 jambiya +10/+5BAB plus +1 Str plus +2 enhancement (1d4+3+1 Str plus +2 enhancement) or

unarmed strike +8/+3BAB plus +1 Str (1d3+1+1 Str)

Ranged

+2 corrosive light crossbow +12BAB plus +3 Dex plus +2 enhancement (1d8+2+2 enhancement/19-20 plus 1d6 acid; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.) or

thrown +2 jambiya +12BAB plus +3 Dex plus +2 enhancement (1d4+3+1 Str plus +2 enhancement; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet

Bloodline Spell-Like Abilities (CL 14th; concentration +21 [+25 casting defensively or grappled])

103 plus +7 Cha/day—fire ray (1d6+7+1 every 2 sorcerer levels)

Sorcerer Spells Known (CL 14th [15thshocking robe for electricity descriptor spells]; concentration +21 [+25 casting defensively or grappled])

7th (4/day)—elemental body IV

6th (6/day)—cold ice strike (DC 23), disintegrate (DC 23), planar binding (DC 23)

5th (7/day)—acidic spray (DC 22), fire snake (DC 24), lightning arc (DC 22), permanencyM,P, persistent image (DC 22)

4th (7/day)—crushing despair (DC 21), dimension door, greater flaming sphere (DC 23), vermin shape I, wall of fire

3rd (8/day)—fireball (DC 22), lightning bolt (DC 20), magic circle against evil, ray of exhaustion (DC 20), stinking cloud (DC 20)

2nd (8/day)—bull's strength, defensive shock, resist energy, rope trick, scorching ray, see invisibility

1st (8/day)—burning hands (DC 20), charm person (DC 18), enlarge person, jump, mage armor, protection from evil

0 (at will)—arcane mark, detect magic, detect poison, disrupt undead, light, mage hand, ray of frost, read magic, spark (DC 19)

Bloodline efreeti; M Requires costly material component to cast; P bonus spell from page of spell knowledge

  STATISTICS

Str 1313 base, +0 race, +0 level, Dex 1715 base, +0 race, +0 level, +2 belt of incredible dexterity, Con 1615 base, +0 race, +1 level, Int 1515 base, +0 race, +0 level, Wis 1313 base, +0 race, +0 level, Cha 2416 base, +2 race, +2 level, +4 enhancement

Base Atk +7/+2; CMB +8+7 BAB, +0 size, +1 Str; CMD 2410 +7 BAB, +0 size, +1 Str, +3 Dex, +3 deflection, +0 dodge

Traits Scholar of the Great Beyond, Scholar of the Ruins

Feats Combat Casting, Elemental Focus (fire), Empower Spell, Eschew Materials, Extend Spell, Greater Elemental Focus (fire), Improved InitiativeB, Improved Unarmed StrikeB, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency (all)

Skills Acrobatics +63 ranks, +3 Dex, -0 armor, Appraise +61 ranks, +2 Int, +3 class skill, Bluff +122 ranks, +7 Cha, +3 class skill, Climb +41 ranks, +1 Str, -0 armor, +2 climber's kit, Craft (alchemy) +72 ranks, +2 Int, +3 class skill, Diplomacy +70 ranks, +7 Cha, Disguise +70 ranks, +7 Cha, Escape Artist +30 ranks, +3 Dex, -0 armor, Fly +52 ranks, +3 Dex, -0 armor, Heal +00 ranks, +1 Wis, Intimidate +122 ranks, +7 Cha, +3 class skill, Knowledge (arcana) +1914 ranks, +2 Int, +3 class skill, Knowledge (dungeoneering) +126 ranks, +2 Int, +3 class skill, +1 Scholar of the Ruins trait, Knowledge (planes) +1913 ranks, +2 Int, +3 class skill, +1 Scholar of the Great Beyond trait, Perception +32 ranks, +1 Wis, Ride +30 ranks, +3 Dex, -0 armor, Sense Motive +10 ranks, +1 Wis, Spellcraft +1510 ranks, +2 Int, +3 class skill, Stealth +74 ranks, +3 Dex, -0 armor, Survival +32 ranks, +1 Wis, Swim +10 ranks, +1 Str, -0 armor, Use Magic Device +188 ranks, +7 Cha, +3 class skill

Languages Alzhedo, Common, Ignan

SQ bloodline arcana (change energy damage spells to fire), efreeti form (1/day, 14one per sorcerer level rounds), permanent spells

Combat Gear ditch dram admixture, +1 frost elf-bane bolts (5), +1 giant-bane bolts (5), Netherese blast scepter (4 charges), potion of cure moderate wounds, potion of cure serious wounds (6), potion of invisibility, potion of lesser restoration, potion of neutralize poison, potion of protection from energy (acid), potion of remove blindness/deafness, scroll of greater invisibility (2; CL 8th), wand of bear's endurance (23 charges), wand of deep slumber (13 charges), wand of haste (7 charges), wand of ray of exhaustion (4 charges), wand of restoration (14 charges; can remove permanent negative levels), wand of web (25 charges)

Other Gear +2 corrosive light crossbow with 40 bolts, +2 jambiya, amulet of natural armor +3, belt of incredible dexterity +2, bracers of armor +4, cloak of resistance +2, efficient quiver, figurine of wondrous power (glass walrus), handy haversack, headband of alluring charisma +4, ioun torch, medusa mask, minor ring of energy resistance (cold), page of spell knowledge (5th) (permanency) ring of protection +3, shocking robe, climber's kit, infernal dragon tooth, 5,506 gp, 27 sp, 5 cp

  SPECIAL ABILITIES

Efreeti Form (Su) 1/day—Assume form of an efreeti like the spell giant form I, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you gain efreeti's heat ability.

Fire Ray (Sp) As standard action, unleash elemental ray targeting any foe within 30 feet as a ranged touch attack.

Improved Unarmed Strike (Ex) You do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Magic Item Descriptions

ditch dram Consume as standard action provoking attacks of opportunity to cure 2d8+3 hp and turn invisible for 3 minutes.

figurine of wondrous power (glass walrus) When command word spoken, turns into a normal walrus under command of possessor. Can glide on water surface as if under effect of constant water walk. Up to 2 Medium or 4 Small creatures can ride on back while walrus glides at half speed. Can be used 2/week for up to 6 hours per use. When duration passed or command spoken, once again becomes tiny statuette.

medusa mask 1/day—As standard action, target one creature within 30 ft. Target must succeed at DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone.

Netherese blast scepter As standard action not provoking attacks of opportunity, use spell trigger activation, to activate empowered lightning bolt (CL 10th, DC 15 Reflex half, 2 charges) that deals 15d6 points of electricity damage or a maximized shocking grasp (CL 7th, 1 charge) that deals 30 points of electricity damage.

shocking robe Grants electricity resistance 5 and increases caster level for all spells with the electricity descriptor by +1. 1/day—On command emit 20-foot-radius burst of electricity (2d6 electricity damage, Reflex DC 16 half).

Metamagic Feats Apply metamagic feat on the spot during casting, increasing standard action time to cast to full-round action (not the same as 1-round casting time). For spell with longer duration, it takes an extra full-round action to cast the spell. Does not change level of the spell, so the DC for saving throws does not increase. Do not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Empower Spell (Ex) All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot two levels higher than spell's actual level.

Extend Spell (Ex) Duration is doubled. Cannot affect spell with duration of concentration, instantaneous, or permanent. Uses spell slot one level higher than spell's actual level.

Maximize Spell All variable numeric effects modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot three levels higher than spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Permanent Spells Kalil has made the following spells permanent on himself: darkvision (CL 14), see invisibility (CL 14).


Height 5'10"; Weight 173 lbs.; Hair Black; Eyes Brown; Skin Swarthy; Age 21; Religion Kossuth; Homeland Calimshan; Favored Class Sorcerer; XP Earned 321,038 of 425,000

Defeated Enemies Advanced Four-Armed Mudra Skeleton, Advanced Gorgon, Advanced Grick, Advanced White Chimera, Bonethorn, Bruce Lee, Bugbear Assailant, Cannibalistic Hunter, Chimera, Clockwork Guardian (2), Clockwork Mage, Clockwork Minotaur, Clockwork Servant, Clockwork Soldier (4), Clockwork Steed (3), Cursed King (2), Deadwood Tree, Death Kiss Beholderkin, Deep Hunter Quaggoth (3), Dekanter Goblin Warrior (2), Destrachan, Dire Rat (2), Displacer Beast, Drider (2), Festucossis Kyton, Fire Priest of Surtr, Flail Snail, Frost Giant, Gas Spore (2), Gauth Beholderkin, Ghoul Deathspeaker, Goblin Rascal, Goblin Snake Shaman, Greater Fire Elemental, Guardian Phantom Armor (4), Gug Savant, Hezrou Demon (3), Hobgoblin Battle Priest, Hobgoblin Lieutenant, Hook Horror, Human Meat Puppet, Jolly Redcap (2), Lake Aptrgangr, Minotaur, Mummified Gynosphinx, Mummy Cleric, Necrocraft Assemblage, Ogre Boss (2), Orc Scout (3), Orc Warlord, Orc Witch Doctor, Plagued Cyclops (2), Sand Spider, Scalding Dragonne, Shredskin, Skeletal Champion (3), Starlight Wasp, Steel-Clad Barbarian, Ten-Headed Pyrohydra, Unstoppable Gorgon, Wasp Swarm, Wight (4), Wyvaran Sorcerer, Yithian, Zombie Beholder (4)

Catch Phrase "Fire it up!"

History Kalil yn Faruk el Bakran is the son of Faruk of house Bakran of the great desert nation of Calimshan in the southern part of Faerun. He was born to a merchant family, and it was always expected he would become a merchant himself. However, generations ago, the Bakran family intermarried with a race of genies called the efreeti. These fiery creatures once ruled in Calimshan but were long driven out. Kalil, however, has strong blood ties to his genie ancestors, which allows him to summon fire and work astounding feats of magic! This powerful magic surges through the young man, driving his creativity and wanderlust. He seeks excitement and adventure as well as the opportunity to further develop his inherited powers. Kalil longs to one day visit the Elemental Plane of Fire and perhaps command his own genie servants.
 
Kalil has the darker skin and thick accent of the southern lands. He often wears brightly colored, lose-fitting clothing such as sashes and turbans. Kalil's favorite element and passion is fire. He is constantly summoning flames and playing with the sparks and embers. He eagerly seeks information regarding the planes and regards magical items with an elemental connection as most valuable. Kalil has little attraction to gold and silver, but he truly enjoys the sparkle and luster of a large gemstone or jewel.

Pathfinder® Roleplaying Game | Forgotten Realms® Campaign Setting | Not Endorsed by Paizo Publishing or Wizards of the Coast
Ruins of Undermountain Campaign | Harm Incorporated — 2013-2020 | DM — Charles W. Plemons III
27 Games Played | Last Played 01/03/2020 | Created 11/01/2013 | Played by Parker Harmon