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Galguth Shund

Dyrant Maynor, the Pre-Sainted's page

2,658 posts. Alias of Painlord.


Full Name

Dyrant Maynor

Classes/Levels

Cuthbertist 15 - Bludgeoner First Class

Gender

Stats:
F14:R16:W16 (+2);K(Arc)23;K(Dun)12;K(Hist)16;K(Loc)22;K(Nat)22;K(Pln)27;K(Rel)22;Perc 25;SMot 20;Spllcft 26;UMD 18

Size

6'

Age

39

Special Abilities

Oration

Alignment

LG

Deity

Cuthbert, if he'll take me back

Location

The Cauldron, originally from Kingfisher Hollow

Languages

Common, Abyssal, Celestial, Draconic, Dwarven, Aquan, Auran, Sylvan

Occupation

Minister

Strength 7
Dexterity 20
Constitution 16
Intelligence 27
Wisdom 12
Charisma 10

About Dyrant Maynor, the Pre-Sainted

Dyrant Stats:

AC: 19 (+4 Dex, +4 MageArmor, +1 NA)
HP: 120/120 + X temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol
Healing Touched Today = none
Favor of St. Cuthbert =
Fly: 1 of 15 minutes used
Fly, current iteration: 0 of 10 rounds used

Metamagic Rod Extend (0/3 used)
Metamagic Rod Acid (0/3 used)
Metamagic Rod Silent (0/3 used)
AngelRelic (Staff of Fire) 10/10

Aralynn Archon:

Aralynn Angel
Female Archon, Harbinger
LN Tiny Outsider (archon, extraplanar, good, lawful)
Init +6; Senses darkvision, low-light vision; Perception +7
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 18 (+2 Dex, +2 size, +8 natural, +1 dodge)
hp 60(3d10)
Fort +4, Ref +6, Will +10; +4 bonus vs. poison
Defensive Abilities poison resistance +4; DR 5/evil; Immune electricity, petrification
--------------------
Offense
--------------------
Speed 0 ft., flight (50 feet, perfect)
Melee Blade x3 (Archon, Harbinger) +8/+3 x3 (1d4-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks wrath (1/minute) (dc 12)
Spell-Like Abilities Commune (1/week), Cure Light Wounds (3/day), Dancing Lights (duration: Until dismissed) (At wil, Detect Evil (Constant), Greater Teleport (At will), Protection from Evil (3/day)
--------------------
Statistics
--------------------
Str 6, Dex 15, Con 11, Int 17, Wis 13, Cha 12
Base Atk +5; CMB +5; CMD 14
Feats Dodge, Improved Initiative
Skills Acrobatics +12, Appraise +5, Diplomacy +7, Fly +20, Heal +2, Knowledge (planes) +17, Knowledge (religion) +13, Perception +7, Sense Motive +7, Spellcraft +16, Stealth +16, Survival +4, Swim +1, Use Magic Device +14
Languages Abyssal, Aquan, Auran, Celestial, Draconic, Infernal; truespeech
SQ blades, disassemble, improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Blades (Ex) Natural Blades gain enhancement bonus, strike as magic and good.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into
Flight (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Truespeech (Su) Speak with any creature that has a language.
Wrath (1/minute) (DC 12) (Su) Deal 2d6 force dam to adjacent foes (Ref half).

Spells and Crap:

Witch Spells Prepared (CL 15th; concentration +23):
8th—moment of prescience*, quick dimension door
7th—heal, quick dispel magic, summon monster vii
6th—freezing sphere (DC 26), greater dispel magic, quick fog cloud, quick glitterdust (DC 20)
5th—break enchantment, flame strike (DC 25), prying eyes, summon monster v, teleport
4th—death ward, dimension door (2), greater false life* (2), wall of ice (DC 24)
3rd—dispel magic (2), heroism* (3), sleet storm
2nd—fog cloud, glitterdust (2, DC 20), see invisibility (2), web (DC 20)
1st—mage armor (2), reduce person (DC 19), shocking grasp, snowball (2, DC 19)
0 (at will)—detect magic, light, mending, read magic
Scrolls:

Scroll of A A, P S
Scroll of Dispel Magic, Greater
Scroll of Heroism, Heroism, Summon Monster III, Embiggen
Scroll of Identify (x2), See Invisibility (x2)
Scroll of Mage Armor (x3), Comprehend Languages
Scroll of Reduce Person (x2), Teleport, Death Ward (x2)
Scroll of Wall of Ice, Invisibility
Scroll of Web (x2), Glitterdust (x2)
Scroll of Sleet Storm
Scroll of greater dispel magic (12th level), Stone to Flesh*, Prismatic Spray, Raise Dead
Wand of Magic Missile (7th level, 30 charges)
potion of haste

Magic Items:
Staff of Fire (10 charges)
Pearl of Power 1
Pearl of Power 2
Handy Haversack
Metamagic Rod of Extend, Lesser
Metamagic Rod of Acid, Lesser

Wand of Cure Serious Wounds (2)
Wand of Cure Serious Wounds (22 charges)
Wand of Displacement (5 charges)
Potion of Cure Light Wounds
Potion of Cure Moderate Wounds
Scroll of Cure Moderate Wounds
Potion of magic circle against evil

*=cast/used for the day

(11 rounds/1round on Will save DC 25) Inflict penalties (-4 to AC, attacks, saves, or skills). Choosing -4 on all its attacks.

Fortune (Su):The witch can grant a creature within 30 feet a bit of good luck for 2 rounds. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

Retribution: (8 Rounds vs. DC25 Will) = 1/2 melee damage back at bad guy.

Skills:

Skills
[dice]1d20+18[/dice] Acrobatics
[dice]1d20+11[/dice] Appraise
[dice]1d20+21[/dice] Escape Artist
[dice]1d20+12[/dice] Fly
[dice]1d20+6[/dice] Heal
[dice]1d20+25[/dice] Know (Arcana)
[dice]1d20+12[/dice] Know (Dungeoneering)
[dice]1d20+16[/dice] Know (History)
[dice]1d20+24[/dice] Know (Local)
[dice]1d20+22[/dice] Know (Nature)
[dice]1d20+27[/dice] Know (Planes)
[dice]1d20+22[/dice] Know (Religion)
[dice]1d20+26[/dice] Perception
[dice]1d20+3[/dice] Perform (Oratory)
[dice]1d20+8[/dice] Profession (Minister)
[dice]1d20+21[/dice] Sense Motive
[dice]1d20+27[/dice] Spellcraft
[dice]1d20+6[/dice] Stealth
[dice]1d20+3[/dice] Swim
[dice]1d20+19[/dice] UMD

Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Gnomish, Sylvan

Treasure:

Gold:
See Treasure Sheet

Shopping List:
Ink, more of it
Paper/Parchment
Magnifying Glass
Merchant's Scale

Sketches:
Gear locks, traps, mechanisms
Jzadirune Keys
The Big Daddy Construct
Map of Jzadirune
The Choker beast from the stage
Rags, chopped to ribbons, with details about magical auras marked
Cog room, Grell
The 2 pincher bots from the cell room of Malachite Fortress
Melted Mimic, Malachite Fortress
Umber Hulk, dead in Cauldron
Hydra head/body
Drider body
Blipadookie Altar/Room
Black Dragon
Dragon Altar
KuoToa+Dragon murals
Nabarathon
The Hags/False Archons
The Thrones (Hags)
Metal Plate
The Mirrors
Occiptius Plane

Full HeroLab Build:

Dyrant Maynor
Male Human Witch 15
LG Medium humanoid (human)
Init +12; Senses Perception +26
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 120 (15d6+58)
Fort +14, Ref +16, Will +16
SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +5/+0 (1d4-2/19-20)
Spell-Like Abilities (CL 15th; concentration +15)
. . At will—feather fall (self only) (DC 11)
. . 15 minutes/day—fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 15th; concentration +23):
8th—moment of prescience, quick wall of ice (DC 24)
7th—heal, quick dispel magic, summon monster vii
6th—freezing sphere (DC 26), greater dispel magic, quick fog cloud, quick glitterdust (DC 20)
5th—break enchantment, flame strike (DC 25), prying eyes, summon monster v, teleport
4th—death ward (2), dimension door (2), greater false life, wall of ice (DC 24)
3rd—dispel magic (2), heroism (3), sleet storm
2nd—fog cloud, glitterdust (3, DC 20), see invisibility, web (DC 20)
1st—mage armor (2), reduce person (DC 19), shocking grasp, snowball (2, DC 19)
0 (at will)—detect magic, light, mending, read magic
--------------------
Statistics
--------------------
Str 7, Dex 20, Con 16, Int 27, Wis 12, Cha 10
Base Atk +7; CMB +5; CMD 20
Feats Arcane Blast, Brew Potion, Extra Hex, Greater Spell Focus (evocation), Improved Familiar, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Split Hex
Traits child of the temple, reactionary
Skills Acrobatics +18, Appraise +11, Bluff +1, Climb -1, Diplomacy +1, Disguise +1, Escape Artist +21, Fly +12, Heal +6, Intimidate +1, Knowledge (arcana) +25, Knowledge (dungeoneering) +12, Knowledge (history) +16, Knowledge (local) +24, Knowledge (nature) +22, Knowledge (planes) +27, Knowledge (religion) +22, Perception +26, Perform (oratory) +3, Profession (Minister) +8, Ride +6, Sense Motive +21, Spellcraft +27, Stealth +6, Survival +2, Swim +3, Use Magic Device +19
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Infernal, Sylvan
SQ hexes (cackle, cauldron, evil eye, flight, fortune, healing, retribution, ward, witch’s charge), patron spells (elements)
Combat Gear elemental metamagic rod (lesser, acid), extend metamagic rod (lesser), pearl of power (1st level), pearl of power (2nd level), potion of magic circle against evil, ring of counterspells, ring of counterspells, scarab of protection, scroll of anthropomorphic animal, pup shape, scroll of comprehend languages, mage armor (3), scroll of death ward (2), reduce person (2), teleport, scroll of dimension door, dispel magic, greater, scroll of enlarge person, heroism, heroism, summon monster iii, scroll of glitterdust (2), web (2), scroll of identify (2), see invisibility (2), scroll of invisibility, wall of ice, scroll of prismatic spray, sleet storm, silent metamagic rod (lesser), spellguard bracers, staff of fire, wand of cure serious wounds (22 charges), wand of displacement (6 charges), wand of magic missile (CL 7th, 30 charges), alchemist's fire, oil (2); Other Gear cold iron dagger, belt of physical might (dex & con +4), cloak of resistance +5, dweomer's essence (2), eyes of the eagle, handy haversack, headband of vast intelligence +6, stone of good luck (luckstone), backpack, belt pouch, blanket, book: saint cuthbert & common sense (worth 2 gp, 1 lb), candle, chalk, earplugs, flint and steel, silver holy symbol (St. Cuthbert), wooden holy symbol (St. Cuthbert), ink, black, inkpen, paper (5), scroll case, signal whistle, soap, bar, spell component pouch, spell component pouch, waterskin, fancy cuthbertine clerical vestments (worth 150 gp, 5 lb), 6 sp, 4 cp
--------------------
Special Abilities
--------------------
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elemental metamagic rod (lesser, acid) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 1,500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (11 round(s)) (DC 25) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Healing (2d8+10) (Su) Use cure moderate wounds once per day/person.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Retribution (8 round(s)) (DC 25) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Ring of counterspells Counters this spell when it's cast on you.
Ring of counterspells Counters this spell when it's cast on you.
Scarab of protection (12 uses) Absorbs energy drains, death effects, negative energy effects.
Scroll of anthropomorphic animal, pup shape Add this item to create a scroll with spells on it.
Scroll of comprehend languages, mage armor (3) Add this item to create a scroll with spells on it.
Scroll of death ward (2), reduce person (2), teleport Add this item to create a scroll with spells on it.
Scroll of dimension door, dispel magic, greater Add this item to create a scroll with spells on it.
Scroll of enlarge person, heroism, heroism, summon monster iii Add this item to create a scroll with spells on it.
Scroll of glitterdust (2), web (2) Add this item to create a scroll with spells on it.
Scroll of identify (2), see invisibility (2) Add this item to create a scroll with spells on it.
Scroll of invisibility, wall of ice Add this item to create a scroll with spells on it.
Scroll of prismatic spray, sleet storm Add this item to create a scroll with spells on it.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Silent Spell feat; Cost 1,500 gp
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Split Hex A targeted hex can affect two creatures
Wand of cure serious wounds (22 charges) Add this item to create a wand of a chosen spell.
Wand of displacement (6 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (CL 7th, 30 charges) Add this item to create a wand of a chosen spell.
Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save.
Witch’s Charge (1/day) (Su) When prepare spells, constant status and your touch spells can affect an ally up to 30 ft away.
--------------------

Background:

Born into a small family in a small village not far from Kingfisher Hollow, Dyrant took a liking to St. Cuthbert at a young age. At the age of 14, he had read and memorized Saint Cuthbert and Common Sense. By age 16, he self-ordained as a minister of St. Cuthbert and began to tend his local community as he had a natural ease for healing and a love of telling others how to lead their lives.

Dyrant ran a semi-successful ministry for many years until a truly ordained young priest was sent to the area. As the new priest was ordained and demonstrated a divine spark (showing that St. Cuthbert worked through him), Dyrant quickly lost his status, his flock, and his dreams.

Determined to win his flock back, Dyrant left to the largest cathedral of St. Cuthbert in the area, seeking ordination and the chance to regain what he had lost. Sadly (and correctly due to the laws of the Church) for Dyrant, he could not demonstrate the divine spark necessary to prove one's connection to St. Cuthbert and they denied his ordination.

Crushed, Dyrant fell into the nearest drinking establishment, looking for a way to end his sorrow.

Personality and Appearance:

Dyrant considers himself neither vain nor self-important but at the same time can come off that way by virtue of his style of speaking and his (often) superior understanding of things. Dyrant is well read and not afraid to share what he knows with his 'flock'.
Dyrant wears the clerical vestments that are typical of a local Cuthbertine priest (white w/red fringe & decoration), a small backpack holds his few meager possessions. A study club, dagger, and light crossbow (for hunting rabbits) are his weapons of choice.
Though Dyrant is an older man (too old for 'adventuring'?), Dyrant maintains a spry active body (from walking/hiking to tend to his flock) that matches well his active mind.


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