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Darl Quethos

Xerath's page

858 posts. Alias of Daxter.


Full Name

Xerath

Race

Chelish

Classes/Levels

Arcane Caster 12 HP: 123/123(+11) AC: 30 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life

Gender

Male

Size

Medium

Age

22

Alignment

LN

Deity

Irori

Location

Westcrown

Languages

Common

Strength 14
Dexterity 14
Constitution 22
Intelligence 12
Wisdom 25
Charisma 8

About Xerath

Character Sheet:

Xerath
Human (Chelaxian) Sorcerer (Crossblooded, Wildblooded) 11
LN Medium humanoid (human)
Init +2; Senses Perception +18
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Defense
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AC 26, touch 22, flat-footed 23 (+4 Mage Armor +2 Dex, +2 deflection +7 Class +1 Dodge)
hp 123 (11d6+1d872)
Fort +14, Ref +10, Will +17; +1 vs. devil's mind-affecting, +4 bonus vs. poison
Resist fire 10, infernal resistances
--------------------
Offense
--------------------
Speed 30 ft.
Melee Judgement +13 (1d6+8/20/x2)
Flurry +12/+12/+7

Special Attacks heavenly fire,
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 11th; concentration +18):
5th (5/day)—flame strike (DC 22), lightning arc (DC 22)
4th (7/day)—remove curse, dimension door, boneshatter (DC 21), shadow projection
3rd (8/day)—beast shape i, fireball (DC 20), lightning bolt (DC 20), dispel magic, heroism, suggestion (DC 20)
2nd (8/day)—false life, scorching ray, spider climb, glitterdust (DC 19), darkvision, alter self, communal protection from evil
1st (8/day)—shield, true strike, magic missile, mage armor, bless, jump, feather fall (DC 18)
0 (at will)—spark (DC 17), detect magic, mage hand, mending, touch of fatigue (DC 17), arcane mark, read magic, ghost sound (DC 17), detect poison, prestidigitation (DC 17), light, drench (DC 17)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 22, Int 12, Wis 24, Cha 8
Base Atk +5; CMB +7; CMD 35
Feats Arcane Strike, Defensive Combat Training, Ectoplasmic Spell, Empower Spell, Eschew Materials, Greater Spell Penetration, Power Attack, Quicken Spell, Spell Penetration, Dodge, Improved Unarmed Strike, Stunning Fist 3/day (DC23)
Traits diabolist raised, wisdom in the flesh
Skills Acrobatics +25, Bluff +12, Fly +9, Heal +22, Intimidate +12, Perception + 16
Languages Celestial, Common
SQ mutated bloodlines (empyreal, pit-touched), on dark wings
Combat Gear Elemental earth belt, Elemental metamagic rod (lesser, acid) (3/day), Gloves of arrow snaring (2/day), Piercing metamagic rod (lesser) (3/day), Wand of Enervation; Other Gear Judgement, Amulet of mighty fists +2, Boots of elvenkind, Cloak of resistance +3, Ring of protection +2, Ring of spell knowledge II (Cure Light Wounds), Robe of arcane heritage, Shifter's headband (+6 Wis) (1/day), Sorcerer's kit, 150 GP
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Diabolist Raised +1 Bluff, Diplomacy, Intimidate, Sense Motive vs. Westcrown's nobility. +1 save. vs. mind-affecting spells from devils.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elemental earth belt Immune to push, pull, or forceful movement, but not teleportation effects.
Elemental metamagic rod (lesser, acid) (3/day)
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gloves of arrow snaring (2/day) Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat (see Chapter 5 for details), even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.

Heavenly Fire (10/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to saves vs. poison.
On Dark Wings (Su) Fly 60' (average)
Piercing metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.
Pit-Touched Add spell level to Intimidate checks for 1 rd after casting.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of spell knowledge II (Cure Light Wounds) Teach ring arcane spell (DC 20 spellcraft) & use as if known. +1 level if not on your spell list.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Shifter's headband (+6 Wis) (1/day) +1 CL for polymorph spells & DR 5/silver in polymorph. Activate to change polymorph.
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.

Consumables:

Oil Keen Edge
Scrolls Disguise Self x4
Scrolls Comprehend Languages x2
Scrolls Infernal Healing x1
Potions Protection From Evil x2
Scroll Darkness
Scroll Resist Energy
Scroll Spider Climb
Scroll Breath of Life
Elixir of Tumbling
Anti-Toxin
Anti-Plague
Healer's Kit
15560

Buffs/Debuffs:

Mage Armor CL 11
Heroism CL 11

Resources:

1st level Slots 6/8

2nd Level Slots 7/8

3rd level Slots 3/8

4th level Slots 7/7

5th level Slots 5/5

Heavenly Fire 10/10

Large Earth Elemental Stats:

Xerath also gains darkvision 60 feet and the ability to earth glide.
AC: 34
HP: 158/158 (Immune to bleed damage, critical hits, and sneak attacks)
Fort: +19 Ref: +11
CMB: +13 CMD: 39

2 Slams +14/+14 (2d6+7/20/x2)

+12/+12 (2d6+11/20/x2)

Flurry +13/+13/+8 (2d6+7/20/x2)

Strength 20, Dexterity 12, Constitution 26

Beast Shape:

AC: 20

Claws +10/+10 1d4+3/20/x2

Origin:

Xerath is an all but unknown noble of house Carthagnion. Why you ask? Because he’s a bastard born of a union between his noble mother and a man she refuses to talk about. The life of a bastard among of people of privilege was challenging but not without its perks and his years of living in the shadows of others (combined with the supernatural wisdom his house was known for) forced the young noble to develop an uncanny sense of insight.

Thanks to this special wisdom Xerath learned more than most from his formal history lessons - he began to see what would become of the great nation of Cheliax. Aroden's death had been a tragedy, not a boon, and the empire was on a quick path of decline. He knew that his homeland had great potential - prosperity for all its people and untold greatness, but this was stifled by the inherent tyranny of its ruling powers and its slavish devotion to diabolism. Even so, for years he lacked the means to do anything about it. However, everything changed on the eve of his 21st birthday when he came into his own explosive sorcerous powers

Blood-born magical abilities aren't completely unusual in Cheliax, but for Xerath it was suddenly a way for him to make a difference in turn Cheliax from its path of self destruction. The attacks from shadowbeasts on the people of Westcrown was a good starting point, its people were his people and defending them would provide ample opportunity for him to practice his magical talents. Over the course of months he started small and was met some success but their numbers and power grew regardless. Hequickly realized that this threat was something he couldn't deal with on his own.

So he decided to put out the bounty on them, to see if there were any out there strong enough to ally with. He took up the moniker of Bluehood to hide his real identity for obvious reasons. And one day, after weeks of yielding no results, the mangled remains of a shadowy hound showed up at the designated location.

Appearance:
You see standing before you a 5 and a half foot tall human male dressed in blue and black robes, his face mostly covered by his hood. When he pulls it back, you notice that what would normally be a soft face is scarred by battle. His features are obviously chelish, with short black hair on top. Though there is something else in his features, but it is difficult to tell what it is. But he is not pure chelish, that you are sure. While athletic, he does not sport the raw muscle mass as some others may, however he seems to have supernatural endurance surpassing most other adventurers.


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