The Fifth Archdaemon

Mordo Canta's page

137 posts. Organized Play character for Mike Tuholski.


Full Name

Mordo Canta

Race

Wayang [10]

Classes/Levels

Shadow Illusionist 10 | HP 72/72 | AC 19 T 15 FF 15 | CMD 16 (17 grapple) | F +7 R +9 W +8 | Init +8 | Perc +3 | SM -1

Riddywipple:
HP 36/36 | AC 23 T 16 FF 19 | CMD 16 | F +4 R +6 W +9 | SR 13 | Init +3 | Perc +8 | SM +2

Gender

Mordo Male

Size

Small

Special Abilities

#55162-13

Alignment

Chaotic Good

Location

Laughing Jungle, Sargava

Languages

Common, Wayang, Abyssal, Aklo, Draconic, Infernal, Polyglot, Tien, Shadowtongue

Homepage URL

chronicles

Strength 7
Dexterity 18
Constitution 15
Intelligence 23
Wisdom 8
Charisma 8

About Mordo Canta

Mordo Canta
Male wayang wizard 10 (Pathfinder RPG Advanced Race Guide 210)
CG Small humanoid (wayang)
Init +8; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 72 (10d6+30)
Fort +7, Ref +9, Will +8; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee (M) mithral dagger +3 (1d4-2/19-20)
Ranged (M) mwk underwater light crossbow +9 (1d8/19-20)
Special Attacks binding darkness
Wizard Spells Prepared (CL 10th; concentration +16)
. . 5th—cone of cold (DC 21), persistent image (DC 23), shadow evocation (DC 24), wall of force
. . 4th—greater invisibility, persistent minor image (DC 20), phantasmal killer (DC 22), communal protection from energy[UC], shadow conjuration
. . 3rd—dispel magic, haste, invisibility sphere, major image (DC 21), persistent silent image (DC 19)
. . 2nd—blur, glitterdust (DC 18), invisibility, minor image (DC 20), mirror image, scorching ray, shadow anchor[ARG] (DC 21)
. . 1st—comprehend languages, grease, mage armor, mount, silent image (DC 19), unseen servant, vanish[APG] (DC 19)
. . 0 (at will)—detect magic, ghost sound (DC 18), prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 7, Dex 18, Con 14, Int 23, Wis 8, Cha 8
Base Atk +5; CMB +2; CMD 16
Feats Alertness, Combat Casting, Greater Spell Focus (illusion), Improved Familiar, Improved Initiative, Persistent Spell[APG], Quicken Spell, Spell Focus (illusion), Spell Penetration
Traits dangerously curious, highlander (hills or mountains)
Skills Acrobatics +4 (+0 to jump), Appraise +10, Craft (alchemy) +19, Fly +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +11, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +12, Perception +3, Profession (scribe) +3, Sense Motive +1, Spellcraft +21, Stealth +24 (+26 in hilly or rocky areas), Survival -1 (+1 to avoid becoming lost), Use Magic Device +15; Racial Modifiers +2 Perception, +2 Stealth, highlander (hills or mountains)
Languages Abyssal, Aklo, Common, Draconic, Infernal, Polyglot, Senzar, Shadowtongue, Tien, Undercommon, Wayang
SQ arcane bond (riddywipple, dragon, faerie), extended illusions (5 rounds), light and dark, shadow magic, shadow step
Combat Gear cold iron crossbow bolts (5), crossbow bolts with ghost salt (9), pearl of power (1st level), potion of cure light wounds (2), scroll of burning hands, scroll of disguise self, scroll of hypnotism, scroll of illusion of calm, scroll of mad hallucination, scroll of misdirection, scroll of phantom trap, scroll of shadow anchor, scroll of shocking grasp, shadow falconer's gloves, silver crossbow bolts (8), wand of cure light wounds (41 charges), wand of mage armor (44 charges), wand of magic missile (CL 5th, 9 charges), wand of shield (49 charges), alchemist's fire (2), caltrops; Other Gear mithral dagger, mwk underwater light crossbow, cloak of resistance +2, headband of vast intelligence +2, slippers of spider climbing, wayfinder, backpack, belt pouch, earplugs, earplugs, earplugs, earplugs, earplugs, earplugs, earplugs, earplugs, earplugs, earplugs, flint and steel, ink, black, inkpen, masterwork tool, masterwork tool, masterwork tool, paper (10), scroll case, signal whistle, sojourner in the sunless wastes (+4 kn: planes related to the shadow plane), spell component pouch (2), spellbook (3), waterproof bag, waterskin, 11,438 gp, 4 sp, 3 cp
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Special Abilities
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Binding Darkness (3 rds, 9/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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.
Extended Illusions (+5 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scroll of burning hands Add this item to create a scroll with spells on it.
Scroll of disguise self Add this item to create a scroll with spells on it.
Scroll of hypnotism Add this item to create a scroll with spells on it.
Scroll of illusion of calm Add this item to create a scroll with spells on it.
Scroll of mad hallucination Add this item to create a scroll with spells on it.
Scroll of misdirection Add this item to create a scroll with spells on it.
Scroll of phantom trap Add this item to create a scroll with spells on it.
Scroll of shadow anchor Add this item to create a scroll with spells on it.
Scroll of shocking grasp Add this item to create a scroll with spells on it.
Shadow Associated School: Illusion
Shadow falconer's gloves (1/day) Shadowy, bird like effect makes steal/disarm maneuver (CMB +16) on foe in 30 ft.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Shadow Step (300'/day, 60 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Wand of cure light wounds (41 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (44 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (CL 5th, 9 charges) Add this item to create a wand of a chosen spell.
Wand of shield (49 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) 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).

Riddywipple
Faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 23, touch 16, flat-footed 19 (+3 Dex, +1 dodge, +7 natural, +2 size)
hp 36 (3d12+3)
Fort +4, Ref +6, Will +9
Immune paralysis, sleep; SR 13
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +6 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks breath weapon
Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—grease, silent image (DC 14), sleep (DC 14)
. . 0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close (DC 13)
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Statistics
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +5; CMB +6; CMD 16 (20 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (-8 to jump), Appraise +7, Bluff +9, Diplomacy +9, Fly +23, Linguistics +9, Perception +8, Sense Motive +8, Spellcraft +16, Stealth +24, Swim +13, Use Magic Device +16
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SQ improved evasion
Combat Gear rod of wonder
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Special Abilities
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Breath Weapon (DC 12) (Su) Every 1d4 rds, 5 ft cone staggers, sickens, imm to fear for 1d6 rds (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rod of wonder A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following.

d% –– Wondrous Effect
01–05 –– Slow target for 10 rounds (Will DC 15 negates).
06–10 –– Faerie fire surrounds the target.
11–15 –– Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16–20 –– Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21–25 –– Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26–30 –– Stinking cloud appears at 30-ft. range (Fortitude DC 15 negates).
31–33 –– Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34–36 –– Summon an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100).
37–46 –– Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
47–49 –– A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 ft. (Reflex DC 14 negates).
50–53 –– Enlarge person on target if within 60 ft. of rod (Fortitude DC 13 negates).
54–58 –– Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59–62 –– Grass grows in 160-square-ft. area before the rod, or grass existing there grows to 10 times normal size.
63–65 –– Turn ethereal any nonliving object of up to 1,000 lbs. mass and up to 30 cubic ft. in size.
66–69 –– Reduce wielder two size categories (no save) for 1 day.
70–79 –– Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
80–84 –– Invisibility covers rod wielder.
85–87 –– Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88–90 –– 10–40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
91–95 –– Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96–97 –– Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98–100 –– Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).

Spell Resistance (13) You have Spell Resistance.
Swimming (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.