Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Eldran Tesh

Straehan.'s page

408 posts. Alias of stormraven.


HP: 24/24 - AC:15|15|11 - CMD:18 - F:+3|R:+6|W:+4 - Per:+7 Init:+3 - Spells: 1st 6/6

About Straehan.

Gestalt 3
SORCERER (Elemental-Earth) 3 <-- Favored (Skill Pts:0 / HP:0 / Spells:3)
MONK (Four Winds) 3

LN Male Medium humanoid (human)
Senses low-light vision; Perception +7

AC 15, touch 15, flat-footed 11 (+3 DEX, +1 dodge, +1 WIS)
AC 19, touch 19, flat-footed 15 <-- Mage Armor
CMD 18, flat-footed 14

HP 24 (3d8)

Fort +3, Ref +6, Will +4

> Resist Acid 10
> Evasion
> +2 bonus vs. Enchantment spells/effects

Speed 40 ft. ; Init +3

Unarmed Strike +5 1d6+2
Flurry of Blows +6/+6 1d6+2
+ Element Fist +1d6
+ Element Ray +1d6+1

Special Attacks
7/day - Elemental Ray - 30' RTA Ray:+5 1d6+1
3/day - Elemental Fist - +1d6 Acid DAM

BAB +2; CMB +4

Spells ; CL:3 ; Concentration +7

Cantrips DC:14 (at will)
Acid Splash #
Daze DC:14
Detect Magic
Disrupt Undead
Mage Hand
Read Magic

1ST DC:15 (6/day)
Burning Hands (Acid) DC:16 #
Mage Armor
Magic Missile #
Obscuring Mist (Page of SK)
Ray of Enfeeblement (Page of SK)
Vanish DC:15

# = Evocations: +1 DC

Str 12, Dex 16, Con 10, Int 10, Wis 13, Cha 18

+7 Acrobatics (1)
+0 Appraise
+8 Bluff (1)
+5 Climb (1)
+4 Craft: Alchemy (1)
+4 Diplomacy
+4 Disguise
+7 Escape Artist (1)
+3 Fly
- Handle Animal
+1 Heal
+8 Intimidate (1)
- Knowledge
> +4 Arcana (1)
> +4 History (1)
> +4 Planes (1)
> +4 Religion (1)
- Linguistics
+7 Perception (3)
+5 Profession: Barkeep
+3 Ride
+5 Sense Motive (1)
- Sleight of Hand
+4 Spellcraft (1)
+7 Stealth (1)
+1 Survival
+1 Swim
+8 Use Magic Device (1)

Class Abilities:
Sorcerer Bloodline Earth
> Eschew Materials
> Bloodline Arcana: Change any spell energy type to Acid
> Bloodline Powers: Elemental Ray, Resist Acid 10
> Bloodline Spells: Burning Hands (Acidic)
> Bloodline Feat: None

> Feat - Dodge
> AC Bonus +1 WIS
> Improved Unarmed Strike
> Unarmed DAM 1d6
> Elemental Fist (replaces Stunning Touch)
> FOB +3/+3
> Combat Reflexes (4/rnd) (2nd Monk)
> Evasion
> Fast Move +10'
> Still Mind
> Maneuver Training

Victorian Pubtender's Outfit

Spring-Loaded Wrist Sheath
> Wand of CLW (Heal 1d8+1)

Adventurer's Sash
> (2) Potion of CLW
> (1) Alchemist's Fire
> (1) Tanglefoot Bag
> (1) Bag of Marbles
> (1) Set of Vicious Caltrops
> Scroll Case w/
--> Page of Spell Knowledge (Ray of Enfeeblement)
--> Page of Spell Knowledge (Obscuring Mist)

> Money [3 GP; 9 SP; 0 CP]

Capacity Light - 43 lbs ; Medium - 86 lbs; Heavy - 130 lbs
All Gear: 15.74 lbs (Light)

Straehan is jovial, pleasant, and understated with a mild temperament. He'll talk his way out of a fight when he can. He uses diplomacy before intimidation and uses intimidation in preference to violence.

Appearance & Data:
Straehan is generally unremarkable. He isn't particularly tall, or slender, or striking. His long hair is blue/black. His black eyes shine out from a pale face framed by a goatee. He wears good quality, though not extravagant, clothes. His button-down black Madarin shirt is held in place by a medium grey pinstripe vest and his perpetually rolled sleeves are cinched at the elbows with black garters. His pants are several shades darker than his vest.

Age: 25 years old ; 5'9" ; 165lbs
Languages: Common

Straehan comes from a Victorian-era world, one where the average man scoffs at the idea of magic because the learned have decided 'scientifically' that sorcery can't possibly exist... it is merely the false belief of the superstitious and quaint primitives. They are, of course, very wrong as evidenced by the existence of people like Straehan.

Growing up in a world hostile to magic was difficult for a child that might accidentally melt his bedroom when he had a nightmare or be enveloped in a creeping mist when picked upon. It only took a few incidents like these for Straehan to be turned into a pariah... the 'weird kid' who was shunned and avoided by other kids as well as their parents. As often happens over the course of years, the weird kid became an angry young man. Fueled by his mistreatment, hormones, and the emotional tides common to all teens... Straehan's anger boiled over. In the end a building was destroyed, a bully was reduced to corroded bone, another was blind with acid-burned eyes, and several others would bear painful, life-long scars. Straehan took to the road. Unfortunately, he couldn't out-distance his anger. He journeyed to find the truth about the existence and depth of magic. After years of exploring and researching, he found a gate between the worlds and stepped through into a greater reality than he had ever known.

Despite his maturation, anger still clung to and embittered Straehan. Day after day, it was a burden that weighed on him along with guilt for the harm he had caused. A chance encounter with an itinerant monk who controlled the elements as easily as she controlled her breath held the promise of a solution. Her calm called to him. Straehan followed her and joined her order. Buried deep in the astral plane, at the order's monastery, Straehan trained as a monk, striving to gain total control over his mind and emotions. It would be several years before he emerged - a changed man. He was calm and unburdened by anger.

With the multiple planes of existence open to him, Straehan decided to make a home in the one place where his differences were almost mundane - the City of Stars, Auralis. When he was younger, he hadn't been able to appreciate it fully, now he could. Straehan found his way back to Auralis and - with his talent for alchemy - gained a position as a humble tavernkeep, mixologist, and part-time bouncer at a quiet bar in the City of Stars. While the guilt for his acts doesn't drag him down, he is mindful of his karma. To redeem himself for his past evils, Straehan works at Abal's Agency to try to even the scales.

Special Abilities Explained:
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Acid energy.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental (Earth) You may change any energy spell to use your bloodline's energy type.
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+1 Acid damage.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Page of spell knowledge (Obscuring Mist) Cast using magic slot, is not consumed.
Page of spell knowledge (Ray of Enfeeblement) Cast using magic slot, is not consumed.
Sorcerous Strike (Elemental Ray [7/day] [Sp]) Apply a bloodline ability as part of a melee attack
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.

Advancement Plans:
Code: Level, Monk, Sorcerer

L 01: Weapon Finesse, Spell Focus | FOB, Elemental Fist, Feat - Dodge | Bloodline Abilities, Power - Elemental Ray
L 02: Evasion, Feat: Combat Reflexes
L 03: Sorcerous Strike | Fast Move, Maneuver Training | Spell - Burning Hands, Power - Elemental Resistance
L 04: Ki Pool, Slow Fall | 2nd Spells
L 05: Efreeti Style | High Jump, Ki Weapons | Spell - Scorching Ray
L 06: Feat - Mobility | 3rd Spells
L 07: Monastic Legacy? | Wholeness of Body | Feat - ?, Spell - Pro from Energy
L 08: -- | 4th Spells
L 09: Efreeti Stance? | Improved Evasion | Spell - Elemental Body I, Power - Elemental Blast
L 10: Feat - Improved Critical | 5th Spells
L 11: Efreeti Touch? | Ki Weapons (Increase) | Spell - Elemental Body II
L 12: Slow Time | 6th Spells
L 13: FEAT | ? | Feat - ?, Spell - Elemental Body III
L 14: Feat - Spring Attack | ?
L 15: FEAT | ? | Spell - Elemental Body IV, Power - Elemental Movement
L 16: ? | ?
L 17: FEAT | Aspect Master, Tongue of Sun & Moon | Spell - Summon Monster VIII
L 18: Feat - ? | ?
L 19: FEAT | ? | Feat - ?, Spell - Elemental Swarm
L 20: Immortality | Power - Elemental Body

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.