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Cale the Calistrian

Meredian Adriatnaic's page

725 posts. Alias of wesF.


Drow Noble


(Gestalt) Sage Sor2/Wiz3 (teleport)












common,Undercommon, Elven, Infernal, Celestial, Draconic, auran, Dwarven


HP 24/24

Homepage URL

Sor Cast: (1) 0/4

Strength 11
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 14
Charisma 14

About Meredian Adriatnaic

Combat Stats:

Initiative +4 (+4 dex)
+1 CMB (+1 BAB, +0 Str +0 size)
15 CMB (10, +1 BAB, +0 Str+4 Dex +0 size)

Melee Attacks: +1 (BAB +1, +0 Str)
Ranged Attacks: +5 (BAB 1,+4 Dex)

To overcome spell resistance 1d20+2 or 3 (caster level)

HP Max :24 ( d6 WIz X3, +3 Con+3 favored class)

AC:18 (22 with Shield)(10 +4 mage armor, +4 Dex, +4 shield)
Spell resistance:14 (11+3 HD)

Fort- +2 (+1 Base, +1 Con)
Ref- +5 (+1 Base, +4 Dex)
Wil- +5 (+3 Base, +2 Wis)
[b[Wil vs. enchantment +7[/b]

+2 race bonus vs. enchantment.
Immune Sleep


Detect magic - Always on
@ will- dancing lights , deeper darkness , faerie fire , feather fall , and levitate
1/D- Comprehend languages, dispel magic , and Dimension door

Wizard Conjurer (Opposed:Enchantment/Necro)
> Read Magic
> Mage Hand
> Ray of Frost
> Arcane Mark
S> Infernal Healing
>Mage Armor
> Vanish
B>Unseen servant
S> Create Pit **
> Flaming Sphere
B> Rope Trick

Sorcerer Spells per day
1- 4
Sorcerer Known
>Acid Splash
>Detect Poison
>Penumbra (immune to bright light, 10m/lvl, creature touched)
> Disrupt Undead
> Color spray
> Grease

Spellbook contents:

Scribe $ lvl::GP cost; 0::5, 1::10, 2::40, 3::90, 4::160, 5::250, 6::360, 7::490, 8::640, 9::810

1- Infernal Healing, Vanish, Mage armor, unseen servant, touch of the sea, snapdragon fireworks,silent image, shield, ray of enfeeblement, mount, identify, grease, expedious retreat, endure elements, alarm, true strike
2- Create pit, flaming sphere, rope trick, stone call, see invisiblity, scorching ray, limp lash, create tresure mapa, arcane lock, make whole.

Knowledge Gauntlet:

Knowledge (Arcana) [dice]1d20+12[/dice]
Knowledge (Dungeon) [dice]1d20+10[/dice]
Knowledge (engineer) [dice]1d20+10[/dice]
Knowledge (Geography) [dice]1d20+10[/dice]
Knowledge (History) [dice]1d20+10[/dice]
Knowledge (Local) [dice]1d20+10[/dice]
Knowledge (Nature) [dice]1d20+10[/dice]
Knowledge (Nobilitty) [dice]1d20+10[/dice]
Knowledge (Planes) [dice]1d20+10[/dice]
Knowledge (Religion) [dice]1d20+10[/dice]
Linguistics [dice]1d20+8[/dice]
Spellcraft [dice]1d20+11[/dice]

Skill breakdown:

Appraise +8 (+4 Int +1 Ranks, +3 Class Skill)
Bluff +7 (+2 Cha +1 rank, +3 Skill +1 Trait)
Fly +4 (+4 Dex +0Ranks, +3 Class Skill)
Know (Arcana) +12 (+4 Int +1 Ranks, +3 Class Skill+2Sor+2BOEx)
Know (Dungeoneering)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Engineering)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Geography)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (History)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Local)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Nature)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Nobility)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Planes)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Religion)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Linguistics +8 (+4 Int +1 Ranks, +3 Class Skill)
Perception+11 (+2 Wis +3 Ranks, +3 Class +2 Elf,+1 Trait)
Spellcraft + 11 (+4 Int +1Ranks, +3 Class Skill+2 Sor)
Use Magic Device +6 (+2 Cha, +1 rank +3 Class Skill)
Stealth+4 (+4 dex, +0 ranks)
Profession (all) +2BOEx


Belgraen items:

-Infernal Healing- 50/50

1) Bonded Ring - Per mage arcane bond
2) Handy Haversac - Shaped as an oversized hip poutch.
3) Pathfinder pouch (Used to store spell books. Kept securely hidden in the Off position on person Also contains two days rations and a well secured waterskin)
a. 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 I and the opening can stretch to up to 3 feet diameter.
With a command word, the wearer can close or open the extra dimensional 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 extra dimensional 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 non-magical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.


MW manacles (Med creature DC 35 or break DC 28. hardness 10/ 10 HP)

Rope 50'Hemp
Small steel mirror
Sealing Wax
Rations 10 day


Loot= unused or stored gear and goods

Gp- 10


Eschew materialss, Scribe Scroll

1- Breadth of experience
3- Point blank shot.

Fast-Talker : You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Eyes and Ears of the City (LN): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution . Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
Medium : Drow are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed : Drow have a base speed of 30 feet.

Darkvision : Drow can see in the dark up to 120 feet.

Drow Immunities : Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses : Drow receive a +2 racial bonus on Perception checks.

Spell Resistance : Drow possess spell resistance equal to 6 plus their class levels.

Spell-Like Abilities : A drow can cast dancing lights , darkness , and faerie fire each once per day, using his total character level as his caster level.

Light Blindness : Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison Use : See Special Abilities, above.

Weapon Familiarity : Drow are proficient with the hand crossbow, rapier, and short sword.

Languages : Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.

Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.

Spell-Like Abilities : Drow nobles can cast dancing lights , deeper darkness , faerie fire , feather fall , and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor , dispel magic , and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
Favored class +3HP

Alternate Forms:

None Yet

commonly summoned creature stats:

I have the summoner app, but I’ll use these links for quick reference and copy/paste ability during game as a DM tool.

All Elementals Link
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon MonsterVII
Summon Monster VIII
Summon monster suggestions from the message boards

SM 1: celestial eagle (3x melee attacks)
SM 2: small earth/mud elemental (melee)
SM 3: celestial aurochs (trample) or celestial leopard (pounce) or lantern archon (ranged touch attacks that bypass DR)
SM 4: celestial lion (pounce) or hound archon (melee)
SM 5: celestial dire lion (pounce) or celestial woolly rhino (melee) or bralani azata (ranged + spells)
SM 6: celestial dire tiger (pounce) or shadow demon (incorporeal + spells) or succubus (charm monster) or lillend (bardic music + spells)
SM 7: celestial tyrannosaurus (melee) or bone devil (melee + SLAs) or vrock (melee + SLAs)
SM 8: hezrou (melee + SLAs)
SM 9: trumpet archon (spells) or nalfeshnee (melee + SLAs)

[spoiler=rare spell descriptions]
These are the zero level spells that were left out of the Ultimate Magic, but are in Bel's spell book.

School conjuration (creation) [water]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object of size Large or smaller
Duration 1 round
Saving Throw Reflex negates (object); Spell Resistance yes (object)
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.

This is from the seeker of secrets book

Scrivers Chant
Range 5 ft.
target one or more written objects
Duration concentration, up to 1 minute/level
Saving throw Will (harmless, object); Spell Resistance yes
This spell imbues a quill with animate energy and rapidly
transcribes words from one page to another. The quill copies a
written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but
otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for
the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other
writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells
and magical scrolls), though it can duplicate non-magical
writing from a magical source.

Teleport Trap
School abjuration; Level sorcerer/wizard 7
Casting time 10 minutes
Components V, S, M (powdered lodestone and silver worth
100 gp per 40-ft. cube)
Range medium (100 ft. + 10 ft./level)
area one 40-ft. cube/level (S)
Duration 1 day/level
Saving throw none; Spell Resistance yes
Teleport trap wards an area, redirecting all teleportation into or
out of the area to a specific point within the area determined
by you at the time of casting. The destination must be an open
space, though it does not need to have a solid surface for the
target to stand upon. The spell's area overlaps walls and other
solid and liquid objects (preventing intruders from bypassing
the ward by teleporting into a wall or similar means).
At your discretion, the teleport trap can exclude a category
of creatures, such as an alignment, a type of creature, or
creatures carrying a specific item or knowing a password
(though this only works if the creature is teleporting out
of the area, not into it). You select this option and the
conditions at the time you cast the spell. Overly complicated
conditions may cause the spell to fail entirely. Multiple
castings of teleport trap can be linked to cover a larger area,
allowing teleported creatures to be directed to a single point
within the combined area of the spells.
Teleport trap can be made permanent at the cost of 7,000 gp. A
single permanency spell can be used on all teleport traps in a link,
but the gold piece cost must be paid for each individual spell.
The Pathfinders of the Grand Lodge make use of
permanent teleport traps in several key locations, trapping
would-be intruders in a small wing of jail cells. At least one
crypt of the Whispering Tyrant makes use of the spell as well,
trapping grave robbers in coffin-sized stone cysts, there to die
a slow and agonizing death from thirst and starvation.


TBD, but going to work it with monkeygod.

Sorcerer and wizard powers:


Scholars of the arcane are always creating new means to use magic.

Associated Bloodline : Arcane.

Bloodline Arcana : Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Bloodline Powers : Your preferred focus is a bolt of mind-spun magic.

Arcane Bolt (Sp) : Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.


Class Skill : Knowledge (any one).

Bonus Spells : identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats : Combat Casting , Improved Counterspell , Improved Initiative , Iron Will , Scribe Scroll , Skill Focus ( Knowledge [arcana]), Spell Focus , Still Spell .

Bloodline Arcana : Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers : Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Metamagic Adept (Ex) : At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Conjuration School (Teleport)

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su) : Whenever you cast a conjuration ( summoning ) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su) : At 1st level, you can teleport to a nearby space as a swift action as if using dimension door . This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp) : At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity . You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

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