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Shorafa Pamodae

Meridian Anterian's page

340 posts. Alias of MisterLurch.


Full Name

Meridian Jezerina Mariana Anterian

Race

Tiefling (Kyton-Spawn)

Classes/Levels

Aristocrat 1 Warlock 3 [HP 40/40 | AC 20/13/17, Fort +4, Ref +3, Will +5 | Init +1; Perception +7 | Spells: 4/0/0/0/0/0]

Gender

Female

Size

5'2" 97 lbs.

Age

63

Special Abilities

Darkvision 60ft.

Alignment

Lawful Evil

Deity

Asmodeus

Languages

Common, Infernal, Celestial, Abyssal

Strength 12
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Meridian Anterian

Physical Description:
Though short and slender, Meridian is remarkable nonetheless. She has inky black hair and eyes, so deeply black that no other colors show in any light. Her skin is a pale violet, and darker violet horns rise from her hairline and sweep back several inches along the sides of her scalp just over the tips of her pointed ears. Scales of the same dark violet show along her hairline and disappear into her shirt along the back of her neck. More scales spread along the backs of her arms and hands, and her finger and toenails are distinctly pointed and sharp. Her teeth gleam like polished steel and are sharply pointed. Her tail is scaled in dark violet scales, fully prehensile, and seems at times to move of its own accord often caressing her leg or some piece of her surroundings. She bears an exquisitely crafted tattoo low on her left hip of a pair of a forked tongue between a pair of lushly full lips. Her figure is nicely curved, and she moves with a liquid grace that is obviously the result of years of "a proper lady's education."

Combat Statistics:
Hit Dice: 2d8+4
Initiative: +1 = 1(dex)
Armor Class: 20 =10(base) +4(Chain Shirt) +3(Dex) +3(natural armor)
Touch AC: 13
Flat-Footed AC: 17
Speed: 30ft
Senses: +7 Perception, Darkvision 60ft.

Hero Points: 3

Fortitude: 4 =1(class) +2(con) +1(trait)
Reflex: 2 =1(class) +1(dex)
Will: 6 =5(class) +0(wis) +1(trait)
+2 vs the mind-affecting effects of good outsiders

Resistances: Fire (5), Cold (5), Electricity (5)

BAB: +2
CMB: +3
CMD: 14

Attacks:
MW Light Mace: +4 melee (1d6+1, x2)
MW Adamantine Dagger: +4 melee (1d4+1, 19-20/x2)
Eldritch Blast: +3 ranged touch (2d8, x2, 60ft)
Inferno Blast: +3 ranged touch (3d8 fire, x2, 60ft)

Warlock Abilities:
Eldritch Blast: Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made. At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level. An eldritch blast is not subject to spell resistance. An eldritch blast deals half damage to objects. An eldritch blast is not affected by spells such as globe of invulnerability.

Minor Invocations: Warlocks learn a number of magic tricks, called invocations; these invocations are supernatural effects which (for the most part) can be used to alter his eldritch blast for more specialized purposes. One minor invocation (see below) instead grants the warlock the benefits (and detriments) of having a familiar.
At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play knowing four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips: Warlocks learn a number of cantrips, or 0-level spells, as noted under Spells Known (see above). These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eldritch Body: At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron or DR 2/silver (his choice; once this decision has been made it cannot be changed). This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR 10/cold iron or DR 10/silver at 19th level.

Invocations:
Inferno Blast: The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast.

Eldritch Spear: The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Spells:
Per Day: 4 1st / 0 2nd / 0 3rd / 0 4th / 0 5th / 0 6th

Level 0: Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation, Resistance

Level 1: Expeditious Retreat, Obscuring Mist, Ray of Enfeeblement, Unseen Servant

Tiefling Racial Abilities:
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Skilled: Kyton-Spawn gain a +2 racial bonus on Escape Artist and Intimidate checks.

Spell-Like Ability: Kyton-Spawn can use Web once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Feats/Traits:
Traits:
Trait: Resilient (+1 to fortitude saves)
Trait: Dangerously Curious (+1 to UMD, UMD is a class skill)
Trait: Adopted (Human - May take a human Racial trait)
Human Trait: Carefully Hidden (+1 on will saves, +2 to save vs. Divination)
Drawback: Hedonist
Campaign Trait: Scion of the Nine Circles

Feats:
Level 1: Armor of the Pit
Level 3: Fiend Sight

Skills:
+9 Bluff: 3(ranks) +3(chr) +3(trained)
+7 Craft (Tattoo): 3(ranks) +1(int) +3(trained)
+9 Diplomacy: 3(ranks) +3(chr) +3(trained)
+8 Escape Artist: 2(ranks) +1(dex) +3(trained) +2(racial)
+10 Intimidate: 2(ranks) +3(chr) +3(trained) +2(racial)
+5 Knowledge (arcana): 1(ranks) +1(int) +3(trained)
+6 Knowledge (local): 2(ranks) +1(int) +3(trained)
+5 Knowledge (religion): 1(ranks) +1(int) +3(trained)
+7 Knowledge (the planes): 2(ranks) +1(int) +3(trained) +1(trait)
+7 Perception: 4(ranks) +0(wis) +3(trained)
+5 Sense Motive: 2(ranks) +0(wis) +3(trained)
+7 Spellcraft: 3(ranks) +1(int) +3(trained)
+11 Use Magic Device: 4(ranks) +3(chr) +3(trained) +1(trait)

Equipment/Money:
Money:
1282 gp
31 sp
50 cp

Worn/Carried:
MW Explorer's Outfit (8lbs)
MW Light Mace (4lbs)
MW Adamantine Dagger
Mithril Chain Shirt (10lbs)
Waterskin (4lbs)

Belt Pouch (0.5lbs) (total: 0.5 lbs)

  • Flint and Steel
  • Wood Holy Symbol

    MW Backpack (4lbs) (total: 42lbs)

  • Bedroll (5lbs)
  • Blanket (3lbs)
  • Silk Rope (50) (5lbs)
  • Trail Rations (5 days) (5lbs)
  • Small Tent (20 lbs)

    Carrying Capacity: (with MW Backpack)
    Light: 44lbs (50lbs)
    Medium: 86lbs (100lbs)
    Heavy: 130lbs (150lbs)
    Max Lift: 260lbs
    Push/Drag: 650lbs

  • Backgound:
    Meridian Jezerina Mariana Anterian was named for her grandmother and her two great aunts, three women that have ruled house Anterian for over three centuries. Fifty years ago, until then a normal human child, Meridian fell terribly ill. He skin paled even further and took on a faint purplish hue. Her skin became dry and scaly in places, then the scales hardened and become more defined and distinctly burgundy purple in color. When her horns and tail grew in, and her teeth were replaced by sharpened metallic fangs, it was obvious to all that she was blessed with the blood of devils. A tiefling living in the shadow of her namesakes for the past sixty years, Meridian frequently escapes the manor house to spend time at the great cathedral of Asmodeus in Egorian. Though she is a loyal daughter of House Anterian, itself a loyal vassal of House Leroung, she chafes at the “…proper Chelish lady’s behavior, particularly a lady of your obviously favored blood…” demanded of her by her grandmother.

    Three days ago, with the secret help of a lovely young Asmodean priest named Jeret, she performed a ritual to attract the attention of a powerful devil. Though she is not sure precisely who answered her call, she knows she has its favor, for now, and an opportunity to prove herself worthy of its attention. As she left the cathedral, a flier blew across the square and directly into her face. As she read it, she knew it was a prompting from the devil she hoped would be her patron.

    Tonight she will slip out of the manor and go in search of these pygmies and the favor of the mighty one she hopes will favor her with power. And perhaps I will manage to attract the good will of House Thrune. One can do far worse than to looked upon favorably by such as they.


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