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Xaivanshee Rasivrein

Meredian Adriatnaic's page

839 posts. Alias of wesF.


Race

Drow Noble

Classes/Levels

Stats:
AC 12/T 12/ FF10; SR 20; HP 32; Ini+2; F+4, R+4, W+11/+19 (mind/Div)/+21 (Enc);Perc+17

Gender

Telekinesis CMB:+20

Size

noble cleric of Watcher 1/mystic theurge 6/wizard 2

About Meredian Adriatnaic

Meredian Adriantic
AC 12/T 12/ FF10; SR 19; HP 28; Ini+2; F+4, R+4, W+11/+19 (mind/Div)/+21 (Enc);Perc+18
Str 10, Dex 14, Con 10, Int 24, Wis 17, Cha 13
Base Atk +4; CMB +4; CMD 16
Female drow, noble cleric of Watcher 1/mystic theurge 6/wizard 2
NE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +19
Speed 40 ft.
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Daemonic, Draconic, Drow Sign Language, Dwarven, Elven, Goblin, Ignan, Infernal, Necril, Sylvan, Terran, Undercommon

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Defense:

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AC 16, touch 12, flat-footed 14 (+2 Dex)
hp 28 (1d8+7d6)
Fort +4, Ref +4, Will +11; +8 resistance vs. divination and mind-affecting, +2 vs. enchantments
Immune sleep; SR 20
Weakness light blindness

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Offense:

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Melee:
bastard sword (storm of swords focus) +0 (1d10/19-20) and
mwk dagger +5 (1d4/19-20) and
unarmed strike +4 (1d3 nonlethal)

Spells & Powers:

+(TBD) to overcome SR
Special Attacks channel negative energy 4/day (DC 11, 1d6), sudden shift

Spell-Like Abilities (CL 8th; concentration +9)
Constant—detect magic
At will—dancing lights
At will—deeper darkness, faerie fire, featherfall, levitate
1/day—dispel magic, divine favor, suggestion

/Cleric Spells Prepared (CL 9th (6 w/o Trait); concentration +11):
D Domain spell; Domains Deception, Exploration, Travel, Trickery
0 (4)- (DC 13)
- create water, TBD, detect poison, spark
1 (5+D)-
D- Disguise Self
- Liberating Command
- Stone Sheild
- Stone Sheild
- Stone Sheild
-
2 (4+D)- (DC 14)
D- Mirror Image
-Cure Mod
-Dread Bolt
-Lesser Resto
-Cure Mod

3 (3+D)- (DC 15)
D-Fly
-Cure Serious
- Prot from Energy
- Dispel Magic

4 (1+D)- (DC 16)
D-
-

Wizard Spells Prepared (CL 7th; concentration +14):
opposition school (enchantment, necromancy),
Intense Spells +1

0(4)- (DC 17)
- acid splash, mage hand, mage hand, prestidigitation
1(6+S)- (DC18)
S- Shocking Grasp
- Snapdragon Fireworks
- Ant Haul
- Blood Money
- Windy Escape
- Vanish
- Vanish
2(5+s)- (DC19)
S-Extended Mage Armor **
- Flurry of Snowballs
- Molten Orb
- Molten Orb
- Invisibility
- Storm of Blades
3(4+S)- (DC20)
S- Fireball
- Fireball
- Haste
- Blacklight
- Dispel Magic
-
4(2+s)- (DC21)
S- Emergency Force Sphere
-
- Touch of Slime
-

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Feats and Skills:

Feats Craft Wondrous Item, Extend Spell, Greater Spell Penetration, Scribe Scroll, Spell Penetration, +1 Feat TBD
Traits magical knack, seeker

Skills
Appraise +11,
Bluff +11,
Diplomacy +12,
Disguise +9,
Fly +10,
Knowledge (arcana) +11,
Knowledge (dungeoneering) +11,
Knowledge (engineering) +11,
Knowledge (geography) +11,
Knowledge (history) +11,
Knowledge (local) +11,
Knowledge (nature) +11,
Knowledge (nobility) +11,
Knowledge (planes) +11,
Knowledge (religion) +11,
Linguistics +18,
Perception +18,
Sense Motive +5,
Spellcraft +19,
Stealth +13,
Survival +3 (+5 to avoid becoming lost);

Racial Modifiers +2 Perception


Special Abilities:

SQ arcane bond (arcane bond [ring of telekinesis]),
aura,
combined spells,
door sight,
intense spells,
poison use,
specialized school (admixture), versatile evocation

Gear:

Intelligent ring of telekinesis “Maidens Knight”(9th lvl caster)
bastard sword (storm of swords focus),
mwk dagger,
blessed book,
headband of vast intelligence +4,
Ioun Stone (immune mental influence per Prot From evil),
pathfinder pouch,
wayfinder
tattoo unholy symbol (Watcher),


Loot:

GP- 50

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TRACKED RESOURCES:

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Arcane Bond (Ring of telekinesis) (1/day) (Sp) - 0/1
Cleric Channel Negative Energy 1d6 (4/day, DC 11) (Su) - 0/4
Dancing Lights (At will) (Sp) - 0/1
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Door Sight (6/day) (Su) - 0/6
Masterwork dagger - 0/1
Sudden Shift (6/day) (Su) - 0/6
Suggestion (1/day) (Sp) - 0/1
Telekinesis (At will) - 0/0
Versatile Evocation (10/day) (Su) - 0/10

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Special Abilities description:

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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).
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
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 (3rd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
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.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Ioun stone (clear spindle) Sustains bearer without food or water.
Levitate (At will) (Sp) Cast Levitate at will.
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.
Construction
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 (19) 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.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
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.
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
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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RING OF TELEKINESIS:

- "Maidens knight"]
-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)

Telekinesis reference:

TELEKINESIS
School transmutation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target or Targets see text
Duration concentration (up to 1 round/level) or instantaneous; see text
Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexteritymodifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.
If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).


Future Item Ideas and notes:

Surecasting at will item
Secure chest item


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