Ashir
Adam Hattrell
2010/09/26 18:51

Table of Contents
Ashir 	 # 
Background 	 # 
Useful feats 	 # 
Fire Bloodline 	 # 
Flaws 	 # 
Deity 	 # 
Lliira 	 # 
Statistics 	 # 
Combat 	 # 
Equipment 	 # 
Class Levels 	 # 
Skills 	 # 
Spell List 	 # 
Level 0 	 # 
Level 1 	 # 
Level 2 	 # 
Level 3 	 # 
Level 4 	 # 
Level 5 	 # 

Ashir

Background
Useful featsFire Bloodline
Flaws
DeityLliira
Statistics
Combat
Equipment
Class Levels
Skills
Spell ListLevel 0Beguiler
Wizard
Level 1
Level 2
Level 3
Level 4
Level 5

Background
Ashir’s father was a Knight of the Flying Hunt. He met her mother in Zakhara whilst on his grand tour. He married her and brought her back to his home in Nimbral. Her mother was a priestess of Selan and was caught converting people to the worship of the goddess. Organised religion is banned on Nimbral, and for her crime she was banished. Ashir grew up under something of a shadow, the twin stigma of a banished mother, and the Blood of Fire in her veins.
Ashir developed a rebellious streak and was often caught smoking at the back of the stables. On coming of age, she quit the island to search for her mother in Zakhara. Along the way, she managed to annoy a powerful djinn, and has now found herself in Ravenloft.

Useful feats
Feat	Effect	
Sacred Strike	Turns sneak attack dice to d8 if opponent is evil	
Battle Caster	Wear heavier armour.	
Heighten Spell	Increase spell level of memorized spell	
Magical Training	Cast 3 0th level spells as a wizard	
Spell Focus	Improve Illusion or Enchantment	
Insightful Reflexes	Use Int rather than Dex for Reflex save	
Fire Bloodline	Gain some fire based spells	
Energy Substitution (Fire->Acid)	Use fire spells with Acid Descriptor	
Arcane Preparation	Can now prepare spells - to qualify for reserve feat	
Acidic Splatter	Acid orb, deals 1d6 damage per level of spell reserved	

Fire Bloodline
Prerequisite: Ability to cast arcane spells without preparation
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.1. Hypnotism
2. Pyrotechnics
3. Tongues (The subject’s tongue resembles a tongue of flame.)
4. Fire shield
5. Cloudkill (The fog produced has a smoky smell and quality.)
6. Summon monster VI (elementals and outsiders with the fire subtype only)
7. Delayed blast fireball
8. Sunburst
9. Meteor swarm

Flaws
Hot-Blooded
Type: Flaw Source: Dragon #324
You were raised in the desert and cannot tolerate cold.
Benefit: You automatically fail all Fortitude saves made to overcome the effects of low temperatures. Cold-based effects deal an additional 2 points of cold damage to you.
Grudge Keeper
Type: Flaw Source: Dragon #328
You have an overpowering need for vengeance and have difficulty letting go of grudges.
Benefit: If you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.

Deity

Lliira
Power: Lesser deity
Title: Our Lady of Joy, Joybringer, Mistress of Revels
Alignment: CG
Worshipers: Any Alignment
Clerics: NG, CG, CN
Symbol: A triangle of three six-pointed stars (orange, yellow, red)
Domains: Chaos, Charm, Family, Good, Travel, Lust, Sloth
Portfolio: joy, happiness, dance, festivals, freedom, liberty
Favored weapon: Sparkle (shuriken)

Statistics
Fire Genasi +2 Int -2 Cha, medium, 30 ft., darkvision, control flames (sp), +1 saves/5 levels for fire effects, fighter, humanoid (planetouched), player’s guide to faerun pg.191
Statistic	Base	Value	Modifier	
Strength	8	8	-1	
Constitution	14	14	+2	
Dexterity	16	16	+3	
Intelligence	16	22	+6	
Wisdom	10	10	0	
Charisma	12	10	0	
Save	Base	Modifier	Bonus	Total	
Fortitude	3	+2	2	7	
Reflexes	5	+3	2	10	
Willpower	11	0	2	13	
Armour Class: 24 = 10 +6 (+3 studded leather) +2 (Buckler) +3 (Dex) +2 (Ring of Protection) + 1 (Amulet of Natural Armour)
Damage Resistance 5 Silver and Magic
Touch AC: 15
Flat-footed: 21

Combat
Unseen seer advanced learning gives access to the Hunters Eye spell. This provides an extra 3d6 sneak attack damage.
Acid splatter deals 5d6 acid damage.
Range Touch: +9 / 5d6 acid + 2d6 sneak + 4d6 hunters eye

Equipment
Item	Cost	Effect	
Goggles of Minute Seeing	1250	grants a +5 bonus to Search checks when looking for secret doors, traps, and concealed objects.	
Metamagic Rod, Enlarge	3000	Increase radius of spells cast. Solid fog for example.	
Headband of Intellect +2	4000	Grants +2 Intelligence.	
Veil of Allure	14000	Adds +2 to your enchantment save DC and Cha-based supernatural abilities.	
Ring of the Dark Hidden	2000	Makes you invisible to Darkvision.	
Mithral Buckler	2000	+2 AC no chance of spell failure.	
Mithral Chainmail, +2	8150	Masterwork chainmail. -2 armour check penalty treated as light armour.	
Total	34400	 	

Class Levels
Level	Class	Features	Feat	BAB	
1	Beguiler	Armored Mage, Trapfinder	Fire Bloodline, Hot Blooded, Magical Training	0	
2	Beguiler	Cloaked Casting (+1), Surprise Casting	 	+1	
3	Beguiler	Advanced learning	Arcane Preparation	+1	
4	Beguiler	 	+1 Int	+2	
5	Beguiler	Silent Spell	 	+3	
6	Beguiler	Surprise Casting (move)	Energy Substitution	+3	
7	Unseen Seer	Sneak Attack +1d6	 	+3	
8	Unseen Seer	Advanced Learning, Silent Spell	+1 Int	+4	
9	Unseen Seer	Divination Spell power + 1	Acidic Splatter	+5	
10	Unseen Seer	Sneak Attack +1d6	 	+6	
11	Arcane Trickster	Ranged Legerdemain 1/day	 	+6	
-	-	-	-	-	
12	Arcane Trickster	Sneak Attack +1d6	Sacred Strike	+7	
13	Arcane Trickster	Impromptu Sneak attack 1/day	 	+7	
14	Arcane Trickster	Sneak Attack +1d6	 	+8	
15	Arcane Trickster	Ranged Legerdemain 2/day	Sixth	+8	
16	Arcane Trickster	Sneak Attack +1d6	 	+9	
17	Arcane Trickster	Impromptu Sneak attack 2/day	 	+9	
18	Arcane Trickster	Sneak Attack +1d6	Seventh	+10	
19	Arcane Trickster	Ranged Legerdemain 3/day	 	+10	
20	Arcane Trickster	Sneak Attack +1d6	 	+11	

Skills
Skill	Ability	Total	Modifier	Ranks	Misc	
Appraise	Int	6	+6	0	0	
Balance	Dex	10	+3	5	+2 (tumble)	
Bluff	Cha	8	+0	8	 	
Climb	Str	4	-1	5	 	
Concentration	Con	15	+2	13	 	
Craft	Int	6	+6	0	 	
Decipher Script	Int	13	+6	7	0	
Diplomacy	Cha	9	+0	7	+2 (bluff)	
Disable Device	Int	19	+6	13	 	
Disguise	Cha	0	+0	0	 	
Escape Artist	Dex	10	+3	7	 	
Forgery	Int	6	+6	0	 	
Gather Information	Cha	2	+0	0	+2 (know local)	
Heal	Wis	0	+0	0	 	
Hide	Dex	16	+3	13	 	
Intimidate	Cha	2	0	0	+2 (bluff)	
Jump	Str	6	-1	5	+2 (tumble)	
Knowledge (arcana)	Int	11	+6	5	 	
Knowledge (local)	Int	11	+6	5	 	
Listen	Wis	0	+0	0	 	
Move Silently	Dex	16	+3	13	 	
Perform	Cha	0	+0	0	 	
Ride	Dex	3	+3	0	 	
Search	Int	24	+6	14	+5	
Sense Motive	Wis	0	+0	0	 	
Sleight of Hand	Dex	10	+3	5	+2 (bluff)	
Spellcraft	Int	6	+6	0	0	
Spot	Wis	0	+0	0	 	
Survival	Wis	0	+0	0	 	
Swim	Str	-1	-1	0	 	
Tumble	Dex	17	+3	12	+2 (jump)	
Use Magic Device	Cha	0	+0	0	 	
Use Rope	Dex	3	+3	0	 	

Spell List

Level 0
Beguiler
Spells per day: 6
Used:
Spell	Effect	
Dancing Lights	Create torches or other lights	
Daze (en)	Humanoid creature, 4HD or less loses next action	
Detect Magic (div)	Detects spells and magic items within 60’	
Ghost Sound	Figment sound	
Message	Whispered conversation at distance	
Open/Close	Open or close small light things	
Read Magic (div)	Read scrolls and spell books	
Wizard
Spells per day 3
Used:
Spell	Effect	
Mage Hand	5 pound telekinesis	
Prestidigitation	Perform minor tricks	
Stick	Glues an object weighing 5 pounds or less to something.	

Level 1
Spells per day: 6+2 = 8
Used:
Spell	Effect	
Charm Person (en)	Make one person your friend.	
Color Spray	Knocks unconscious, blinds, and/or stuns subjects.	
Comprehend Languages (div)	You understand all spoken and written languages.	
Detect Secret Doors (div)	Reveals hidden doors within 60’.	
Disguise Self	Change your appearance.	
Distract Assailant	Swift. One creature is flatfooted for one round.	
Expeditious Retreat	Speed increases by 30’.	
Hypnotism (en)	Fascinates 2d4 HD of creature.	
Mage Armour	Gives subject +4 armour bonus.	
Obscuring Mist	Fog surrounds you.	
Rouse (en)	Awakens creatures in area.	
Silent Image	Create a minor illusion of your design.	
Sleep (en)	Put 4HD of creatures into magical slumber.	
Undetectable Alignment	Conceals alignment for 24 hours.	
Whelm (en)	Deal 1d6 nonlethal damage +1d6/2 levels above first.	

Level 2
Spells per day: 6+2 = 8
Used:
Spell	Effect	
Blinding Color Surge	Blind subject for 1 round, gain invisibility.	
Blur	Attacks miss subject 20% of the time.	
Daze Monster (en)	Living creature 6 HD or less loses next action.	
Detect Thoughts (div)	Allows “listening” to surface thoughts.	
Fog Cloud	Fog obscures vision.	
Glitterdust	Blinds creatures, outlines invisible creatures.	
Hunters Eye (div)	Gain 1d6 sneak attack damage/3 caster levels for 1 round.	
Hypnotic Pattern	Fascinates 2d4 + level HD of creatures.	
Invisibility	Subject is invisible for 1 min/level or until attacks.	
Knock	Opens locked or magically sealed doors.	
Minor Image	As silent image, plus some sound.	
Mirror Image	Creates decoy duplicates of you (1d4 +1/3 levels, max 8).	
Misdirection	Misleads divinations for one creature or object.	
Pyrotechnics	Turns fire into blinding light or choking smoke.	
See Invisibility (div)	Reveals invisible creatures or objects.	
Silence	Negates sounds in a 15’ radius.	
Spider Climb	Grants ability to walk on walls or ceilings.	
Stay the Hand (en)	Change subject creature’s attitude to helpful for 1 round.	
Touch of Idiocy (en)	Subject take 1d6 penalty to Int, Wis and Cha.	
Vertigo	Subject creature must succeed on a DC 10 Balance check to move each round.	
Whelming Burst (en)	15-foot cone deals 1d6 nonlethal damage/s levels.	

Level 3
Spells per day: 6+1 = 7
Used:
Spell	Effect	
Arcane Sight (div)	Magical Auras become visible to you.	
Clairaudience / Clairvoyance (div)	Hear or see at a distance for 1 minute/level.	
Crown of Veils	Gain +2 to disguise and hide, discharge to gain +8.	
Deep Slumber (en)	Put 10 HD of creatures to sleep.	
Dispel Magic	Cancels magical spells and effects.	
Displacement	Attack misses subject 50% of the time.	
Glibness	You gain a +30 bonus on Bluff checks, and your lies can escape magical discernment.	
Halt	Subject’s feet become stuck to ground.	
Haste	One creature/level moves faster, +1 on attack rolls, AC and Reflex saves.	
Hesitate (en)	Forces subject to lose actions.	
Hold Person (en)	Paralyzes one humanoid for 1 round/level.	
Inevitable Defeat (en)	Subject takes 3d6 nonlethal damage/round.	
Invisibility Sphere	Makes everyone within 10’ radius invisible.	
Legion of Sentinels	Ghostly swordsmen threat a 10’ radius, deal 1d8 +1/3 levels.	
Major Image	As silent image, plus sound, smell and thermal effects.	
Nondetection	Hides subject from divination and scrying.	
Slow	One subject/level takes only one action/round -2 to AC, -2 on attack rolls.	
Suggestion (en)	Compels subject to follow stated course of action.	
Tongues (div)	Speak any language.	
Vertigo Field	Creatures have 20% miss chance and possible become nauseated.	
Zone of Silence	Keeps eavesdroppers from overhearing conversations.	

Level 4
Spells per day: 6+1 = 7
Used:
Spell	DC	Effect	
Charm Monster	Will 23	Makes monster believe it is your ally.	
Confusion	Will 23	Subjects behave oddly for 1 round/level.	
Crushing Despair (en)	Will 23	Subjects take -2 on attack rolls, damage rolls, saves and checks.	
Fire shield	NA	Creatures attacking you take fire damage; you’re protected from heat.	
Freedom of Movement	NA	Subject moves normally despite impediments 10 minutes/level.	
Greater Invisibility	Will 20	As invisibility but subject can attack and remain invisible.	
Greater Mirror Image	Will 20	As mirror image, but gain an additional image each round.	
Locate Creature (div)	NA	Indicates direction to familiar creature.	
Mass Whelm (en)	23	1d6 nonlethal damage/level to 1 creature/level.	
Phantom Battle	20	Illusion of battle flanks creatures and denies AOO.	
Rainbow Pattern	20	Light fascinates 24 HD of creatures.	
Solid Fog	NA	Blocks vision and slows movement.	

Level 5
Spells per day: 4+1 = 5
Used:
Spell	DC	Effect	
Break Enchantment	NA	Frees subject from enchantments, alterations, curses and petrification	
Cloudkill	Fort 21	Kills 3HD or less; 4-6 HD save or die, 6+ 1d4 con/round save for half.	
Dominate Person	Will 24	Controls humanoid telepathically	
Feeblemind	Will 24 (28 arcane)	 	
Friend to Foe	Will 21	10 living creatures attack nearest ally, until deals damage.	
Hold Monster	Will 24	Target paralysed for one round per level	
Incite Riot	Will 24	10 creatures attacks nearest creature.	
Mind Fog	Will 24	Subject takes -10 penalty to Wisdom Checks and Will saves	
Rary’s Telepathic Bond	NA	Party can communicate telepathically 10 mins/level (110 minutes)	
Seeming	Will 21	Disguise self for up to 2/level creatures.	
Sending	NA	Send 25 word message to someone you know.	
Swift Etherealness	21	Subject becomes Ethereal as swift action