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Jalros

Pyrrius Crispin's page

53 posts. Alias of Dark Netwerk.


Full Name

Pyrrius Crispin

Size

Medium

Alignment

Lawful Evil

Languages

Common, Aklo, Azlanti, Draconic, Elven, Infernal, Thassilonian

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

About Pyrrius Crispin

PYRRIUS CRISPIN
Male tiefling (hellspawn) Cleric (Fiendish Vessel) 3
LE Medium outsider (native)

Init +1 ; Senses Perception +3 {+5 familiar in arms reach}, darkvision 60'

==DEFENSE==
AC 19, touch 12, flat-footed 16 (+6 armor, +2 dex, +1 shield)
hp 18 (8+5+5)
Fort +4, Ref +4, Will +7
Resist cold 5, electricity 5, fire 5

==OFFENSE==
Spd 20 ft/x4
Melee Mwk Light Mace +3 1d6 20/x2 (B)
Melee Spiked Gauntlet +2 1d4 20/x2 (P)
Ranged Light Crossbow +4 1d8 19-20/x2 (P)
Special Attacks

==STATISTICS==
Str 10, Dex 14, Con 10, Int 14, Wis 17, Cha 12
Base Atk +2, Cmb +2, Cmd +12

Skills:
Acrobatics* +2 {-1 non-jump}, Appraise* +2, Bluff* +1, Climb* +0 {+0}, Craft* +2, Diplomacy +9, Disguise* +1 [+6 as half-elf], Escape Artist* +2 {-1}, Heal* +3, Intimidate* +1, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +9 [+11 forgery], Perception* +3 [+5 familiar in arms reach], Perform* +1, Profession (barrister) +7, Ride* +2 {-1}, Sense Motive +11 [+13 familiar in arms reach OR for hunch on hidden vice/impulse/craving, +15 both], Spellcraft +7, Stealth* +2 {-1}, Survival* +3, Swim* +0 {-3}

*=untrained
{}=wearing armor


Skill Ranks:
15 (2+INT+1 favoured / lvl)
Diplomacy 3, Knowledge (arcana) 1, Knowledge (history) 1, Knowledge (local)1, Knowledge (religion) 1, Linguistics 3, Profession (barrister) 1, Sense Motive 3, Spellcraft 1

Languages Common, Aklo, Azlanti, Elven, Ignan, Infernal, Thassilonian
SQ

Spells:
DC 10+spell lvl+3 WIS
Adventuring
0th (4): Guidance, Read Magic, Resistance, Spark
1st (3+1): Bane, Cause Fear, Cure Light Wounds, +Burning Hands
2nd (2+1): Cure Moderate Wounds, Spiritual Weapon +Produce Flame

Non-adventuring
0th (4): Guidance, Mending, Read Magic, Spark
1st (3+1): Ant Haul, Obscuring Mist, Tap Inner Beauty, +Command
2nd (2+1): Eagle's Splendor, Instant Armor, +Produce Flame


Feats:

• ALERTNESS (General) {when familiar is within arms reach}: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
• FIENDISH FACADE (General): You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race. You gain a +5 racial bonus on Disguise checks when attempting to impersonate a particular race. You must select the race you are able to impersonate when you select this feat, and thereafter you cannot change the race you have chosen. That race must be Medium size.
• CRAFT WONDROUS ITEM (Item Creation): You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Traits:

• UNEARTH SECRETS (Race - Hellspawn): You have a gift for recognizing secret desires. You gain a +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.
• CONTRACT MASTER (Religion - Asmodeus): Your facility with contracts makes you good at understanding dense text and obfuscating your intent. You gain a +1 trait bonus on Linguistics checks, and it becomes a class skill for you.

Race Abilities:

• DARKVISION: Tieflings see in the dark for up to 60 feet.
• FIENDISH RESISTANCE: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
• 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.
• SKILLED: Hellspawn gain a +2 racial bonus on Diplomacy and Sense Motive checks.
• SPELL-LIKE ABILITY: Hellspawn can use pyrotechnics once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Class Abilities:

• AURA (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
• CHANNEL EVIL (Su) (2d4, DC 12, 4/d): At 1st level, a fiendish vessel, rather
than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.
Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel’s class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel’s level + the fiendish vessel’s Charisma bonus. Neutral creatures are unaffected by this burst of evil energy.
A fiendish vessel may channel this energy a number of times per day equal to 3 + her Charisma modifier. Doing so is a standard action that does not provoke attacks of opportunity. A fiendish vessel can choose whether or not to include herself in this effect. A fiendish vessel must present her unholy symbol or use her familiar as the divine focus for this ability.
For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level f iendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage). This ability replaces channel energy.
• CHAOTIC, EVIL, GOOD, AND LAWFUL SPELLS: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
• DOMAINS: A cleric’s deity inf luences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Ash
---Fire Bolt (Sp) (1d6+1 fire damage, 6/d): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
---Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
---Domain Spells: 1-burning hands, 2-produce flame, 3-fireball, 4-wall of fire, 5-fire shield, 6-fire seeds, 7-disintegrate, 8-incendiary cloud, 9-fiery body
Devil
---Hell’s Corruption (Su) (6/d): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
---Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
---Domain Spells: 1-command, 2-align weapon (evil only), 3-suggestion, 4-unholy blight, 5-dispel good, 6-planar binding (devils only), 7-blasphemy, 8-unholy aura, 9-summon monster IX (evil only)
• FIENDISH FAMILIAR: At 3rd level, a fiendish vessel’s patron rewards her with a fiendish servant. The fiendish vessel gains an imp, quasit, or cacodaemon familiar based on the patron she worships. If she worships Asmodeus or an archdevil, she gets an imp; if she worships a demon lord, she gets a quasit; and if she worships one of the Four Horsemen, she gains a cacodaemon. This ability is identical to the wizard’s arcane bond with a familiar and the Improved Familiar feat, using the fiendish vessel’s character level in place of the wizard level.
This tiny fiend acts like a perverse, manifest moral compass. Furthermore, this familiar can act as a living divine focus and unholy symbol for her spellcasting if the fiendish vessel so desires, which means that when she uses her channel evil ability, its burst can be centered on the familiar instead, as long as that familiar is within 30 feet and line of sight. A fiendish vessel’s familiar tends to be fawning and subservient to the fiendish vessel. Should her familiar die, the fiendish vessel’s patron replaces the familiar with an identical one within 1 week, without the need for a special ritual. Furthermore, the fiendish familiar gains the following special abilities beyond the standard familiar special abilities.
--Fiendish Augury (Sp): At 3rd level, the fiendish vessel can ask the familiar whether a particular course of action will bring good or bad results for her in the immediate future. This ability acts like the augury spell, with a caster level equal to the fiendish vessel’s level, with the familiar acting as the mouthpiece for the spell. This ability can be used once per day.
--Fiendish Divination (Sp): At 9th level, the fiendish vessel can use a more powerful form of divination to gain intelligence from her patron through her fiendish familiar. This ability acts like the divination spell, with a caster level equal to the fiendish vessel’s level; the familiar acts as the mouthpiece for the spell. This ability can be used once per day.
--Extra Divination (Sp): At 13th level, the fiendish vessel can gain intelligence from her patron more often each day. She can use fiendish divination up to 3 times per day.
• FIENDISH SUMMONING: When casting summon monster spells, a fiendish vessel is limited to summoning fiendish creatures and evil outsiders of the same alignment as her patron.
• SPONTANEOUS CASTING: An evil cleric can channel stored spell energy into inflict spells that he did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is one with “inflict” in its name).

Equipment:
Encumbrance 74 / 76 (medium)
Weapons: 10 lbs
Mwk Light Mace (4 lbs)
Spiked Gauntlet (1 lb)
Light Crossbow (4 lbs)
10 bolts (1 lbs)

Armor & clothing: 32 lbs
Mwk Agile Breastplate (25 lbs)
Mwk Light Steel Shield (6 lbs)
Cloak of Resistance +1 (1 lb)

Adventuring Gear: 32 lbs
Mwk Backpack (4 lbs)
Bedroll (5 lbs)
Belt Pouch (0.5 lbs)
Candles (10) (0 lbs)
Flint & Steel (0 lbs)
Holy Text (2 lbs)
Mess Kit (1 lb)
Soap (0.5 lbs)
Trail Rations (5 days) (5 lbs)
Waterskin (4 lbs)

Forger's Kit (6 lbs)
Ink (2) (0 lbs)
Inkpen (0 lbs)
Parchment (10 sheets) (0 lbs)
Scroll Box (1 lbs)
Spell Component Pouch (2 lbs)
Silver Holy Symbol (1 lb)

Wealth 150 gp

Familiar:
Special Abilities: Alertness, Deliver touch spells, Empathic link, Improved evasion, Share spells

Imp familiar
LE Tiny outsider (devil, evil, extraplanar, lawful)

Init +3 ; Senses Perception +7, darkvision 60 ft, detect good, detect magic, see in darkness
==DEFENSE==
AC 19, touch 16, flat-footed 15 (+3 dex, +1 dodge, +3 natural, +2 size)
hp 9; fast healing 2
Fort +3, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
SD Improved evasion
==OFFENSE==
Spd 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

==STATISTICS==
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3, CMB +1, CMD +15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Diplomacy* +5, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Knowledge (religion)* +3, Linguistics* +4, Perception +7, Profession (barrister)* +2, Sense Motive +7, Spellcraft +7, Stealth +3

Skill Ranks Acrobatics 3, Bluff 3, Diplomacy* {3}, Craft 0, Fly 3, Knowledge (arcana) 3, Knowledge (planes) 3, Knowledge (religion)* {2}, Linguistics* {3}, Perception 3, Profession (barrister)* {1}, Sense Motive {3}, Spellcraft 3, Stealth 0

Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I); deliver touch spells, share spells

==Special Abilities==
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.


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