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Wild Watcher

Leralt Littlehorn's page

329 posts. Alias of OmniChaos.


Full Name

Leralt Littlehorn

Race

Tiefling

Classes/Levels

Void Elementalist 5

Gender

Male

Size

Medium

Alignment

NG

Deity

Nethys

Languages

Common, Infernal, Abyssal, Draconic, Elven, Dwarven, Terran, Auran, Aquan, Ignan, Undercommon, Sylvan, Aklo, Celestial, Goblin, Giant

Occupation

Reseacher, Magical Crafter, Mage for Hire

Strength 10
Dexterity 16
Constitution 12
Intelligence 22
Wisdom 10
Charisma 8

About Leralt Littlehorn

Background:

Leralt Littlehorn is the result of a Cheliaxian affair. Like many his mother did not survive the birth of her child, were it not for his human apperance he may well have joined his mother. He grew up like many cheliaxian children until his early teens when he noticed the first signs of his tainted blood. Well aware of what became of such children he escaped Cheliax the first chance he had. He made his way to the only place in the world where a tiefling would not be shunned from the start. Upon arriving in Absalom he was penny less with no real skills, finding his way to the church of Abadar. The clerics of Abadar listened to the story of the boy before him. In a rather strange move the clerics agreed to loan Leralt money to apprentice himself out to a teacher in a skill or proffession. Leralt tried a number of skills and trades but he seemed to have no talent for any. It was after one such failure that his debt had grown yet again and fate gifted him with a strange encounter. A pair of mages were dueling, one calling on fiendish words Leralt knew all to well while the other, a small pale man with dark robes, simply pointed at the diabolist who suddenly twisted in pain. Still his casting complete a devil came forth out of hellfire, only to turn on its summoner. The pale man walked off, his enemy's soul being dragged to the hell he had attempted to control. Leralt followed the man and become his apprentice. Finally he had found his calling. Yet the debt to the church of Abadar would take a lifetime to repay even after he had found his skill.

Stats:

Leralt Littlehorn
Male Tiefling Void Elementalist 5
NG Medium outsider (native)
Init +3; Senses Darkvision 60ft.; Perception +0
--------------------------------------------------------------------------- -----------------------------------------------------
AC 14, touch 13, flat-footed 11
(+3 Dex, +1 Armor)
hp 29 (5 HD)
Resist cold 5, electricity 5, fire 5
Fort +3, Ref +5, Will +5
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 30 ft. (6 squares)
Melee: Dagger +2 (1d4, 19-20/x2)
Ranged: Dagger +5 (1d4, 19-20/x2)
Atk Options:
Spell-Like Abilities:
1/day- Darkness
9/day- Reveal Weakness (-2)
SR 16
--------------------------------------------------------------------------- ------------------------------------------------------
Abilities: Str 10, Dex 16, Con 12, Int 20 (22), Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats: Scribe Scroll, Spell Mastery, Craft Wonderous Item, Craft Magical Arms and Armor, Craft Construct
Traits:
Dangerously Curious- Use Magic Device gets a +1 and always a class skill
Hedge Magician- Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%
Skills:
Appraise +4
Craft (Constructs) +11*
Fly +3
Knowledge (Arcana) +14*
Knowledge (Dungeoneering) +6
Knowledge (Engineering) +6
Knowledge (Geography) +6
Knowledge (History) +14*
Knowledge (Local) +6
Knowledge (Nature) +14*
Knowledge (Noblility) +6
Knowledge (Planes) +14*
Knowledge (Religion) +6
Linguistics +18*
Perception +0
Spellcraft +14*
Stealth +3
Use Magic Device +8*
Languages Common, Infernal, Abyssal, Draconic, Elven, Dwarven, Terran, Auran, Aquan, Ignan, Undercommon, Sylvan, Aklo, Celestial, Goblin, Giant
SQ: Gifted Linguist, Arcane Bond (ring), Cantrips, Void Awareness (+3 saves vs spells/spell-like abilities),
Combat Gear: Pearl of Power (1st x2), Scroll of Rope Trick, Scroll of Infernal Healing, Scroll of Comprehend Languages, Scroll of Mount, Scroll of Identify,
Possessions: Combat gear plus Explorer's Outfit, Spellbook, Spell Component Pouch, Dagger (2), Masterwork Backpack, Bedroll, Blanket, Scroll Case, Adventurer's Sash, Trail Rations (8), Ink, Inkpen, Parchment (30), Sealing Wax, Candles (10), Waterskin, Vial (5), Flint and Steel, Nethys Cold Iron and Silver Statue, The Book of Magic, Small Steel Mirror, Spring Loaded Wrist Sheath (2), Silver Raven, Daemon Trap (2),

Magic Items:
*Armor:
*Belt:
*Body:
*Chest:
*Eyes:
*Feet:
*Hands:
*Head:
*Headband: Headband of Vast Intelligence +2
*Neck:
*Ring:
*Ring:
*Shield:
*Shoulders: Cloak of Resistance +1
*Wrist: Bracers of Armor +1

Weight: 21 lbs.
Money: 214 gp, 5 sp


Spells Prepared:

Wizard Spells (CL 5th, 1d20+5 to overcome SR):

9th-
8th-
7th-
6th-
5th-
4th-
3rd- Dispel Magic, Fireball (2)
2nd- Invisibility, Acid Arrow (2), Web, Mirror Image
1st- Shield, Magic Missile (3), Protection from Evil, Burning Hands
0 (at will)- guidance, acid splash, detect magic, message, arcane mark,

5/6/5/3/0/0/0/0/0/0
Spell Mastery (Mage Armor, Magic Missile, Rope Trick, Alter Self)


Spellbook:

Spellbook (Opposition School Water)

9th-
8th-
7th-
6th-
5th-
4th-
3rd- Twilight Knife, Dispel Magic, Fireball
2nd- Invisibility, Flaming Sphere, Arcane Lock, Resist Energy, Acid Arrow, Summon Monster II, Web, Scorching Ray, Mirror Image, Alter Self, Rope Trick, Locate Object, Fox's Cunning,
1st- Keen Senses, Shield, Magic Missile, Mage Armor, Infernal Healing, Comprehend Languages, Protection from Evil, Obscuring Mist, Identify, Mount, Alarm, Endure Elements, Burning Hands, Magic Aura, Dancing Lantern,
0- all

Party Loot:

50 assorted coins of silver, gold and platinum (need to find out how much of each)
Flying Ointment
Wand of cure light wounds, 12 charges (arcane or divine?)
Crystal of healing hands
4 potions of remove disease
Restorative Ointment
Folding Boat

Tulos:

Tulos the Clockwork Familiar
N Tiny construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 18, touch 16, flat-footed 14 (+2 Dex, +2 dodge, +2 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +5, Will +2
DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10
Weaknesses vulnerable to electricity

OFFENSE

Speed 30 ft., fly 50 ft. (perfect)
Melee bite +7 (1d3 plus 1d6 electricity)

STATISTICS

Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Improved InitiativeB, Lightning ReflexesB, Weapon Finesse
Skills Fly +19, Perception +5, Sense Motive +3, Stealth +12
Languages Common
SQ advice, item installation, swift reactions, winding

SPECIAL ABILITIES

Advice (Ex)

Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks.

Item Installation (Ex)

Each clockwork familiar is made with the ability to carry a specific type of magic item inside its body. This item type is chosen at the time of the construct's creation, and cannot be changed. While the creature cannot activate or use the item for its original function, it gains certain constant abilities from the resonant magic fields, and can drain the item's magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself 1d6 hit points as a standard action. Removing a spent item and installing a new one is a full-round action.

Scroll: The clockwork familiar gains a constant detect magic effect as a spell-like ability. Draining magic from a scroll allows the familiar to cast a single identify spell on behalf of its master for each spell level of the spell inscribed on the scroll—these castings may be stored and saved, though a scroll used in this manner becomes instantly useless, even if not all spell levels have been drained.

Waiting List:

-Note that their order has no bearing on their priority. The days needed for their creation will decrease as I work on them until they are complete and removed from the list.

+1 Corrosive Falcata (4 days)
+1 Defending Dagger (8 days)
Spectacles of Understanding (3 days)
Engineer's Workgloves (3 days)
Amulet of Natural Armor +1 (2 days)
Necklace of Fireballs Type 1 (2 days)
Upgrade- Cloak of Resistance +2 (3 days)
Upgrade- Bracers of Armor +2 (3 days)
Pearl of Power 2nd (4 days)
Bookmark of Deception (2 days)
Bag of Holding Type 1 (3 days)
Handy Haversack (2 days)
Stone of Alarm (3 days)
Bead of Force (3 days)
Mirror of Guarding Reflections (7 days)
Treasurer's Seal (9 days)
Blessed Book (12 days)
Lyre of Building (12 days)


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