Post by Richard Loh on Sept 17, 2014 14:34:40 GMT 8
Emeron Darkenstar
Male peri-blooded aasimar (emberkin) cleric (hidden priest) of Nethys 3/mystic theurge 2/evoker 1 (Pathfinder Campaign Setting: Inner Sea Magic; Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 43 (3d8+3d6+13)
Fort +6, Ref +4, Will +10; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee mwk quarterstaff +2 (1d6-2)
Ranged sling +5 (1d4-2) or
ray of frost +6 (1d3+2 cold, with liquid ice as focus) or
scorching ray +6 (4d6+1 fire)
Special Attacks channel positive energy 2/day (DC 10, 2d6)
Spell-Like Abilities (CL 6th; concentration +5)
1/day—pyrotechnics (DC 11)
Cleric (Hidden Priest) Spells Prepared (CL 5th; concentration +9):
3rd—communal resist energy, continual flame, dispel magic (D)
2nd—hold person (DC 17), magic mouth (D) (DC 16), resist energy, spiritual weapon
1st—air bubble, bless, liberating command, magic aura (D), sanctuary (DC 15)
0 (at will)—create water, detect poison, stabilize, virtue
D Domain spell; Domains Arcane, Magic, Rune
Wizard Spells Prepared (CL 5th; concentration +10):
2nd—command undead (DC 17), scorching ray (S), see invisibility
1st—burning hands (S) (DC 17), comprehend languages, magic missile, ray of enfeeblement (DC 16), shield
0 (at will)—detect magic, light, ray of frost, read magic
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Statistics
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Str 7, Dex 14, Con 14, Int 20, Wis 18, Cha 9
Base Atk +3; CMB +1; CMD 13
Feats Point-blank Shot, Precise Shot, Spell Focus (enchantment), Spell Focus (evocation), Weapon Focus (ray)
Traits birthmark, magical knack, reactionary
Skills Appraise +9, Craft (alchemy) +16, Diplomacy +9, Heal +8, Intimidate +0, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +9, Perception +10, Sense Motive +9, Spellcraft +15; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Osiriani, Shoanti, Sylvan, Thassilonian, Varisian
SQ arcane bond (arcane bond [masterwork quarterstaff]), combined spells, false arcanist, force missile, intense spells, opposition school (conjuration, illusion), specialized school (evocation)
Combat Gear wand of cure light wounds (41 charges), wand of mage armor (31 charges), air crystal, antiplague, liquid ice; Other Gear mwk quarterstaff, sling, bag of holding I, headband of mental prowess +2 (Int, Wis), alchemist's lab, bedroll, belt pouch, courtier's outfit, flint and steel, ink, black, inkpen, mess kit, pot, snorkel, masterwork, soap, spell component pouch, torch (10), trail rations (5), waterskin, 278 pp, 7 gp, 7 sp
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Special Abilities
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Arcane Beacon (7/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Arcane Bond (Masterwork quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric (Hidden Priest) Domain (Arcane)
Cleric (Hidden Priest) Domain (Rune) Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Cleric Channel Positive Energy 2d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combined Spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Opposition schools (Conjuration, Illusion) You must spend 2 slots to cast spells from the Conjuration & Illusion school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Force Missile (8/day) (Sp) Magic Missile hits for 1d4+1
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for wizard, to a max of your HD.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Enchantment, Evocation) Spells from the schools of magic listed have +1 to their save DC.
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Wrapped in voluminous robes, Emeron is a devoted cleric of Nethys who have been marked since birth. Born in Rahadoum, Emeron have no choice but to keep his fatih hidden well and his family is very much alive. Venturing into Rahadoum, he must do all he can to keep his religion secret, lest it threatens his family.
His purpose? To master both the arcane and the divine magics as a Mystic Theurge. Walking the path of the Mystic Theurge has not been easy. Facing his fools of a companions on a routine patrol into the Worldwound, Emeron succumbed to a vicious vermlek scythe while the fighters hung back for most of the fight.
On one hand to heal and support, the other hand to rain death & destruction upon his enemies, Emeron sought to strike terror into the hearts of his enemies.
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Achievements
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Most weapon damage dealt: 2
Most spell damage dealt: 18
Number of times hit by a crit: 2
Number of deaths: 1
Highest AC hit: 23
Highest AC achieved: 20
Most gold possessed at one time: 11,433 gold, 7 silver
Most gold gained at one time: 2,606 gold, 5 silver
Highest height reached: 70'
Greatest number of foes in one fight: 6
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Creature types slain
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Aberration:
Animal: 1
Construct:
Dragon:
Fey:
Humanoid: 7
Magical beast:
Monstrous humanoid:
Ooze:
Outsider:
Plant:
Undead: 1
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