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Xaivanshee Rasivrein

Meredian Adriatnaic's page

911 posts. Alias of wesF.


Drow Noble


Init+2;Perc+15; F+3,R+3,W+10 (+8 vs div&mind)(+2 vs. ench);SR17; AC12,T12,FF10;


Telekinesis CMB:+20


noble cleric of Watcher 1/mystic theurge 3/wizard 2


The Watcher

Homepage URL

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

Strength 10
Dexterity 14
Constitution 10
Intelligence 23
Wisdom 17
Charisma 13

About Meredian Adriatnaic

Meredian Adriantic


Init+2;Perc+15; F+3,R+3,W+10 (+8 vs div&mind)(+2 vs. ench);SR17; AC12,T12,FF10;

Female noble drow cleric of Watcher 1/mystic theurge 3/wizard 2 (Pathfinder RPG Advanced Race Guide 115)
NE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +15
Str 10, Dex 14, Con 10, Int 23, Wis 17, Cha 13
Base Atk +2; CMB +2; CMD 14
Telekinesis CMB+20
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (6 HD; 5d6+1d8)
Fort +3, Ref +3, Will +10; +8 resistance vs. divination and mind-affecting, +2 vs. enchantments
Immune sleep; SR 17
Weaknesses light blindness
Speed 40 ft.

Melee bastard sword (storm of swords focus) -1 (1d10/19-20) or
mwk dagger +3 (1d4/19-20) or
unarmed strike +2 (1d3 nonlethal)
Special Attacks channel negative energy 4/day (DC 11, 1d6), intense spells (+1 damage), sudden shift

Powers and SLA:

SQ arcane bond (ring of telekinesis), combined spells, door sight, hero points, poison use, versatile evocation
Spell-Like Abilities (CL 6th; concentration +7)
Arcane Bond (Ring of telekinesis) (1/day) (Sp) - 0/1
Cleric Channel Negative Energy 1d6 (4/day, DC 11) (Su) - 0/4
Constant – Detect Magic
At will -Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate, Telekinesis (CL9)
Suggestion (1/day) - 0/1
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Clr-Door Sight (6/day) (Su) - 0/6
Clr-Sudden Shift (6/day) (Su) - 0/6
Wiz-Versatile Evocation (9/day) (Su) - 0/9


Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion (DC 13)
Cleric Spells Prepared (CL 6th; concentration +9)
2nd—cure moderate wounds, dread bolt[UM] (DC 15), mirror image[D], lesser restoration
1st—disguise self[D], liberating command[UC], stone shield[ARG] (3)
0 (at will)—create water, detect magic, detect poison, spark[APG] (DC 13)
D Domain spell; Domains Trickery (Deception subdomain), Travel (Exploration subdomain)
Wizard Spells Prepared (CL 5th; concentration +11)
3rd—dispel magic, fireball (DC 19), haste
2nd—flurry of snowballs (DC 18), invisibility (2), extended mage armor[M], molten orb[ACG]
1st—ant haul[APG] (DC 17), blood money, shocking grasp, vanish[APG] (2, DC 17), windy escape[ARG]
0 (at will)—acid splash, prestidigitation, Spark, Protective Penumbra
Opposition Schools Enchantment, Necromancy
M mythic spell


Feats Craft Wondrous Item, Extend Spell, Scribe Scroll, Spell Penetration
Traits magical knack, seeker
Skills Acrobatics +2 (+6 to jump)
Appraise +10
Bluff +9
Diplomacy +10
Disguise +5
Fly +6
Knowledge (arcana) +10
Knowledge (dungeoneering) +10
Knowledge (engineering) +10
Knowledge (geography) +10
Knowledge (history) +10
Knowledge (nature) +10
Knowledge (planes) +10
Knowledge (religion) +10
Linguistics +15
Perception +15
Sense Motive +10
Spellcraft +15
Stealth +11
Survival +3 (+5 to avoid becoming lost);
Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Drow Sign Language, Dwarven, Elven, Ignan, Infernal, Sylvan, Terran, Undercommon


ring of telekinesis;

Other Gear:
bastard sword (storm of swords focus), mwk dagger,
-clear spindle ioun stone- In wayfinder. Protects mind as Prot from evil
headband of vast intelligence +4,
pathfinder pouch
-blessed book (in Pathfinder Pouch)
tattoo unholy symbol of Watcher (100Gp)



Special Abilities description:

Admixture Associated School: Evocation
Arcane Bond (Ring of telekinesis) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cleric Channel Negative Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Exploration)
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Drow Immunities - Sleep You are immune to magic sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Ioun stone (clear spindle) Sustains bearer without food or water.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (17) You have Spell Resistance.
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp


-Ego (10)
-Special Purpose: Serve and protect the creator (me)
-Int 10, WIs 10, Cha 10, Common (500 GP)
-Ring of Telekinesis base (75K GP)
- Telepathy (touch Wearer only) (1,000 gp)
- 120' "normal" senses + Blindsense (6,000 GP)
- Mindblank 1/d (24,000 GP)

Total Cost: 106,000 Market price. (53,000 to craft)

Item Ideas::

Surecasting at will item
Secure chest item

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