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Zeech

Lord Arthur Higgenstrom III's page

59 posts. Pathfinder Society character for Iammars.


Full Name

Lord Arthur Higgenstrom III

Race

Human

Classes/Levels

Sorcerer 17

Alignment

LG

Deity

Shelyn

About Lord Arthur Higgenstrom III

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Male Human Sorcerer 17
LG Medium humanoid
Init +12; Senses Perception: +0

Defenses
AC 17, touch 12, flat-footed 12 (+2 armor, +5 Dex)
hp 173 (17d6+103)
Fort +17, Ref +17, Will +19; +1 vs. death, +4 vs. fear, +4 vs. poison
Immune acid, cold, petrification, Resist 10 electricity, 10 fire

Offense
Speed 30 ft., fly 60 ft.
Melee touch +8
Ranged light crossbow +10 (1d8/19-20) or heavenly fire +10 (1d4+11)
Sorcerer Spell-Like Abilities (CL 22nd)

  • 12/day- Heavenly Fire

Sorcerer Spells (CL 18th, concentration +28, +34 defensively):

  • 8th level (5/day)- (Mind Blank), Moment of Prescience, Sunburst
  • 7th level (7/day)- Banishment, (Control Construct), Limited Wish, Mage's Magnificent Mansion, (Phase Door), Prismatic Spray
  • 6th level (7/day)- Cold Ice Strike, Greater Dispel Magic, Mass Suggestion, Mislead, Summon Monster VI, Unwilling Shield
  • 5th level (8/day)- Baleful Polymorph, Dismissal, Feeblemind, Fickle Winds, Flame Strike, Suffocation, Teleport
  • 4th level (8/day)- Acid Pit, Black Tentacles, Elemental Body I, Enervation, Phantasmal Killer, Remove Curse, Telekinetic Charge
  • 3rd level (8/day)- Aqueous Orb, Dispel Magic, Displacement, Dweomer Retaliation, Greater Magic Weapon, Haste, Lightning Bolt, Magic Circle Against Evil, Vampiric Touch
  • 2nd level (8/day)- Darkvision, False Life, Flaming Sphere, Glitterdust, Hideous Laughter, Invisibility, Resist Energy, See Invisibility
  • 1st level (9/day)- Bless, Blood Money, Grease, Liberating Command, Magic Missile, Protection from Evil, Silent Image
  • 0th level (at-will)- Detect Magic, Detect Poison, Light, Mage Hand, Message, Mending, Prestidigitation, Ray of Frost, Spark
  • Bloodline Celestial

Statistics
Str 10, Dex 20, Con 20, Int 14, Wis 10, Cha 28
Base Atk +8; CMB +8; CMD 24
Feats Combat Casting, Extend Spell, Eschew MaterialsB, Improved Counterspell, Improved Initiative, Iron Will, Magical Aptitude, (Parry Spell), Piercing Spell, Quicken Spell, Spell Penetration, Spell Perfection (Dismissal), Toughness,
Traits Fashionable (Sense Motive), Reactionary
Skills Bluff +33, Diplomacy +14, Fly +16, Intimidate +17, Knowledge(arcana) +13, Knowledge(nobility) +10, Sense Motive +24, Spellcraft +27, Use Magic Device +34
Languages Celestial, Common
SQ bloodline arcana, celestial resistances, heavenly fire, wings of heaven

Combat Gear acid flask x3, alchemical grease x3, alchemist's fire x6, antiplague, bead of newt prevention, blood reservoir of physical prowess (4 charges), dweomer's essence x3, itching powder x3, lesser persistent metamagic rod, lesser quicken metamagic rod, liquid ice x15, scroll of break enchantment, sneezing powder x3, staff of the master, steadfast gut stone, tanglefoot bag x5, 2 doses of universal solvent, wand of magic missile (47 charges), wand of cure light wounds x3 (34 charges, 50 charges, 50 charges), wand of dispel magic (CL 14th, 6 charges), wand of false life (20 charges), wand of fireball (CL10, 18 charges), wand of inflict moderate wounds (8 charges), 1,000 gp of ruby dust, 1 diamond worth 1,500 gp
Other Gear noble’s outfit, signet ring, +1 determination glamered spell-storing haramaki (with a Vampiric Touch cast in it), belt of physical might DEX/CON +6, circlet of persuasion, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green ioun stone (saves), cracked tourmaline sphere ioun stone, cracked vibrant purple prism ioun stone (with a Grease), fortunate charm, glove of storing, handy haversack, headband of alluring charisma +6, jaunt boots, mulberry pentacle ioun stone (placed in a wayfinder), orange prism ioun stone, page of spell knowledge (blood money), page of spell knowledge (vampiric touch), ring of spell knowledge III (with barkskin cast in it), ring of feather falling, ring of the sublime, robes of arcane heritage, spectacles of understanding, spellguard bracers, spring loaded wrist sheath x2 (one with a scroll of heal, one with a scroll of breath of life), stone of good luck, tourmaline sphere ioun stone

Special Abilities

Ascension (Su) At 20th level, you become infused with the power of the heavens. You gain:

  • Immunity to acid, cold, and petrification
  • Resist electricity 10
  • Resist fire 10
  • +4 racial bonus on saves against poison
  • Unlimited use of the Wings of Heaven ability
  • the ability to speak with any creature that has a language (as per the tongues spell).

Bloodline Arcana Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Celestial Resistances (Ex) At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Conviction (Su) At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Heavenly Fire (Sp) Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Wings of Heaven (Su) At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.


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