Xaivanshee Rasivrein

Meredian Adriatnaic's page

1,595 posts. Alias of wesF.


Drow Noble


Base Atk +*; CMB +*; CMD *


The Watcher


SLA@ WIll: Dancing Light, Deeper Darkness, Detect Magic (Constant) Disguise Self, Faerie fire, Feather fall, Invisibility, Levtate


SLA: 1/d Dispel Magic, Divine Favor, Suggestion

Homepage URL

Note: Immune to divination (mind blank) & Mental protection per Prot from Evil (ioun in Wayfinder)

Strength 9
Dexterity 16
Constitution 12
Intelligence 24
Wisdom 26
Charisma 14

About Meredian Adriatnaic

Meredian Theurge
Female drow noble cleric of The Watcher 2/mystic theurge 10/pathfinder savant 2/wizard 1 (Pathfinder Campaign Setting: Seekers of Secrets, Pathfinder Player Companion: Animal Archive, Pathfinder RPG Bestiary 115)
CN Medium humanoid (elf)
Init +7; Senses darkvision 120 ft., glyph-finding; Perception +25
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 65 (15 HD; 13d6+2d8+15)
Fort +12, Ref +11, Will +23; +2 vs. enchantments, +8 resistance bonus vs. mind-affecting, +4 and one size larger to resist effects of wind
Immune sleep; Resist fire 20, negative energy 10, positive energy 10; SR 26
Weaknesses light blindness
Speed 40 ft.
Melee unarmed strike +6/+1 (1d3-1 nonlethal)
Special Attacks channel positive energy 5/day (DC 13, 1d6), intense spells (+1 damage), spell synthesis
Spell-Like Abilities (CL 15th; concentration +17)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion (DC 15)
Domain Spell-Like Abilities (CL 12th; concentration +20)
11/day—copycat (2 rounds)
Cleric Spells Prepared (CL 12th; concentration +20)
6th—harm (DC 24), mislead[D] (DC 24), wind walk
5th—greater command (DC 23), overland flight[D], summon monster V (2), treasure stitching[APG] (DC 23)
4th—confusion[D] (DC 22), dimensional anchor, dismissal (DC 22), greater infernal healing[ISWG], restoration, terrible remorse[UM] (DC 22)
3rd—enter image[APG], invisibility purge, nondetection[D], protection from energy, remove blindness/deafness, remove curse, wind wall
2nd—admonishing ray, book ward, desecrate, locate object[D], pilfering hand[UC], silence (DC 20), spiritual weapon
1st—ant haul[APG] (DC 19), detect undead, endure elements, floating disk[D], hide from undead (DC 19), obscuring mist, stone shield[ARG]
0 (at will)—create water, detect poison, read magic, spark[APG] (DC 18)
D Domain spell; Domains Travel (Trade subdomain), Trickery
Wizard Spells Prepared (CL 14th; concentration +21)
6th—chains of fire[ARG] (DC 23), teleportation circle (2)
5th—extended detect scrying, fire snake[APG] (DC 22), fire snake[APG] (DC 22), prying eyes
4th—emergency force sphere (2), intensified fireball (DC 20), shadow projection[APG], wall of fire
3rd—battering blast (2, DC 20), fireball (3, DC 20), vengeful comets
2nd—admonishing ray, scorching ray (2), intensified snowball (3, DC 18)
1st—ant haul[APG] (DC 18), blood money (2), magic missile, magic missile (2)
0 (at will)—disrupt undead, mage hand, message, prestidigitation
Opposition Schools Enchantment, Illusion
Str 9, Dex 16, Con 12, Int 24, Wis 26, Cha 14
Base Atk +7; CMB +6; CMD 19
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, False Focus, Greater Spell Penetration, Intensified Spell[APG], Magical Aptitude, Scribe Scroll, Spell Penetration
Traits magical knack, trap finder
Skills Acrobatics +3 (+7 to jump), Appraise +11, Bluff +20, Diplomacy +15, Disable Device +22, Disguise +6, Fly +7, Knowledge (arcana) +23, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +25, Sense Motive +26, Spellcraft +30, Stealth +21, Survival +8 (+10 to avoid becoming lost), Use Magic Device +22; Racial Modifiers +2 Perception, master scholar, silver-tongued haggler
Languages Abyssal, Aquan, Auran, Celestial, Common, Dwarven, Elven, Goblin, Ignan, Infernal, Sakvroth, Sylvan, Terran, Undercommon
SQ able assistant, adept activation, arcane bond (KenChay, greensting scorpion [sage, valet]), combined spells, esoteric magic, poison use, versatile evocation
Combat Gear otherworldly kimono[UE]; Other Gear +5 burdenless comfort deathless improved fire resistance darkleaf cloth silken ceremonial armor[UC], clear spindle ioun stone, orange prism ioun stone, western star ioun stone, amulet of unseen forces, blessed book, book of symbols - meredian (cl18), bookplate of recall[UE], eversmoking bottle, goz mask[ISWG], greater g.o.w. grenade-blast-10d8 sonic (5), headband of mental prowess +6 (Int, Wis), wayfinder[ISWG], wayfinder of infinite doorways, book of symbols (cl18): fear,healing,laughter, mirriroing, persuation, revelation, scrying(title pag, sphere of at wil: permanent greater demiplane (max1), astral projection, mind blank, tattoo unholy symbol of The Watcher[UE], 43,881 gp, 6 sp, 7 cp
Tracked Resources
Bookplate of recall (Blessed Book, 1/day) - 0/1
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) - 0/5
Copycat (11/day) (Sp) - 0/11
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Goz mask (60 minutes/day) - 0/60
Ioun stone (western star) - 0/1
Levitate (At will) - 0/0
Otherworldly kimono (1/day) - 0/1
Silver-Tongued Haggler (+1, 11/day) (Su) - 0/11
Spell Synthesis (1/day) (Su) - 0/1
Suggestion (1/day) - 0/1
Versatile Evocation (10/day) (Su) - 0/10
Special Abilities
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Adept Activation (Ex) Can always take 10 on Use Magic Device, except when activate blindly.
Admixture Associated School: Evocation
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Trade)
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Copycat (11/day) (Sp) Create a single mirror image duplicate
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Esoteric Magic (Summoner - Teleportation Circle ) (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Extend Spell Spell duration lasts twice as normal. +1 Level.
False Focus You can use a divine focus to cast arcane spells.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Glyph-Finding (Ex) Use Spellcraft to find written magic traps only, otherwise as trapfinding.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Master Scholar +1 (Ex) Can always take 10 on Knowledge (arcana) and Spellcraft.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver-Tongued Haggler (+1, 11/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
Spell Resistance (26) You have Spell Resistance.
Spell Synthesis (1/day) (Su) Cast two spells with +2 vs. SR and -2 to save if a foe is subject to both.
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Amulet of unseen forces works as Ring of Telekinesis, Amulet of Adapatation, Ring of Invisibility, Ring of Sustenance

Permanency effects:
(BM) = Paid for with Blood Money
- See Invisibility (BM)
- Aura Sight (BM)
- Arcane Sight (BM)
- Tongues (BM)

Rune Guardian (Craft @ 6500 Each):
- (Conj)Unseen Servant (Worn as Jewelry)

Contingency: Raise dead upon True Death

Phylactry idea:
Special Purpose: Obey, Defend, Ensure Survival Meredian
1.04M (Paid Racial Item) Orb of Astral Projecion, Greater Demiplane, Mind Blank
120K - Lich template
500 - Intelligent Item
16K - Int/Wis 20
1000 - Telepathy
1000 - 120’ Senses
5000 - Blindsense
10K - Fly 30’
182K - 7th @ will for special purpose (Limited Wish)
75K - Limited Wish component X 50
10K - “Transformative” As wespon, but pieces of Jewelry

Ideas for Rune Guardians, but not paid for yet
- Snowball
- Obscuring mist
- Abundant amunition
- Infernal Healing
- Mage Armor
- Mount
- SM 1
- Memorize page
- Keep Watch
- Magic missile (auto-turret at long range)
- Magic Aura
- Ant Haul
- Crafters Fortune
- Snap Dragon Fireworks (very long range autoturret)


Reensting scorpion greensting scorpion (sage, vale (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 22, touch 15, flat-footed 19 (+4 armor, +3 Dex, +3 natural, +2 size)
hp 32 (1d8)
Fort +7, Ref +7, Will +11
Immune mind-affecting effects
Speed 30 ft.
Melee unarmed strike +12/+7 (1 nonlethal) or
sting +15 (1d2-1 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 1st; concentration -3)
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +7; CMB +8; CMD 14 (26 vs. trip)
Feats Spell Sponge, Weapon Finesse[B]
Skills Climb +7, Knowledge (dungeoneering) +2, Knowledge (nature) +2, Perception +4, Stealth +19 (+23 In dim light); Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ able assistant, improved evasion, teammate
Tracked Resources
Prestidigitation (Sp) - 0/0
Special Abilities
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Note: For PFS characters, the valet familiar retains the A
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
While projecting your shadow, you gain a shadow's darkvision (60), defensive abilities (Incoporeal + Channel Resistance +2), fly speed (40), racial stealth modifier (+4 Stealth in dim light (–4 in bright light)
), and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice.

A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

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