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Darl Quethos

Xerath's page

658 posts. Alias of Daxter.


Full Name

Xerath

Race

Chelish

Classes/Levels

Arcane Caster 10 HP: 104/104 (+16) AC: 18

Gender

Male

Size

Medium

Age

22

Alignment

LN

Deity

Irori

Location

Westcrown

Languages

Common

Strength 14
Dexterity 14
Constitution 22
Intelligence 12
Wisdom 24
Charisma 8

About Xerath

Character Sheet:

XERATH CR 9
Male Human (Chelaxian) Sorcerer (Crossblooded, Wildblooded) 10
LN Medium Humanoid (Human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 14 (18 versus incorporeal), flat-footed 16. . (+4 Mage Armor +2 Dex, +2 deflection)
hp 127/104 (10d6+60)
Fort +14, Ref +10, Will +19
Resist fire 10, Infernal Resistances
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Judgement's Hand +14 (1d6+9/20/x2)
Masterwork Longspear +9 (1d8+3/20/x3) and

Unarmed Strike +11 (1d3+5/20/x2)

Special Attacks Heavenly Fire (10/day) +9 1d4+7
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 10, +9
melee touch, +9 ranged touch):
5 (4/day)
4 (6/day) Boneshatter (DC21), Remove Curse
3 (8/day) Suggestion (DC 20), Beast Shape 1, Fireball (DC 20), Heroism, Lightning Bolt (DC 20)
2 (8/day) False Life, Scorching Ray, Alter Self, Darkvision, Glitterdust (DC19)
1 (8/day) Magic Missile, Mage Armor, Bless, Feather Fall, Shield, True Strike, Jump, Cure Light Wounds
0 (at will) Light, Read Magic , Ghost Sound (DC 17), Detect Magic, Mage Hand, Mending, Touch of Fatigue (DC 17), Arcane Mark, Detect Poison, Drench, Spark
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 18/22, Int 12,Wis18/24, Cha 8
Base Atk +5; CMB +9; CMD 25 (Xerath is immune to effects that would push, pull, or forcefully move him)
Feats Arcane Strike, Defensive Combat Training, Ectoplasmic Spell, Empower Spell, Eschew Materials, Greater Spell Penetration, Spell Penetration, Power Attack -2/+6
Traits Diabolist Raised, Wisdom in the Flesh: Acrobatics
Skills Acrobatics +28, Bluff +12, Heal +22, Intimidate +12
Languages Common, Celestial*
Combat Gear Masterwork Longspear; Other GearEarth Elemental Belt, Cloak of Resistance +3, Shifter's Headband +6, Ring of Protection +2, Robes of Arcane Heritage, Backpack(Masterwork), Amulet of Mighty Fists +2, Rod of Piercing, Lesser, Wand of Enervation(2 charges)
Boots of Elvenkind, Gloves of Arrow Snaring, Ring of Spell Knowledge Type 2(Cure Light Wounds)
--------------------
SPECIAL ABILITIES
--------------------
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.
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 master and fuel your magic.
You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
This ability replaces the Celestial Bloodline Arcana.

Eschew Materials Cast spells without materials, if component
cost is 1 gp or less.
Greater Spell Penetration +2 to caster level checks to overcome
spell resistance.
Heavenly Fire (8/day) (Su) Ranged touch attack deals 1d4 divine
damage/healing
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to
saves vs. poison.
Pit-TouchedWhenever you cast a spell, you gain a bonus on
Intimidate checks equal to the spell’s level for 1 round.
This ability replaces the Infernal Bloodline Arcana.
Tough as Hell (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution.
This bonus increases to +4 at 13th level, and to +6 at 17th level.
Robes 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.
Spell Penetration +2 to caster levels checks to overcome spell
resistance.
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 x2
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
285 + 11662

Buffs/Debuffs:

Mage Armor CL 10
False Life CL 10
Heroism CL 10
Shield CL 10
Darkvision CL 10
Elixir of Tumbling
Blur

Resources:

1st level Slots 8/8

2nd Level Slots 8/8

3rd level Slots 8/8

4th level Slots 6/6

5th level Slots 4/4

Heavenly Fire 10/10

Earth Elemental Stats:

Xerath also gains darkvision 60 feet and the ability to earth glide.
AC: 24
HP: 114/114 (Immune to bleed damage, critical hits, and sneak attacks)
Fort: +13 Ref: +7
CMB: +13 CMD: 28

2 Slams +11/+11 (2d6+7/20/x2)

+9/+9 (2d6+11/20/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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