Raistlin

Astral Shadefall's page

No posts. Organized Play character for Kevin Hanley.


Full Name

Astral Shadefall

Race

Emberkin Aasimar

Classes/Levels

Cleric (ecclesitheurge) of Nethys 3/Mystic Theurge 1/Wizard 1

Gender

Male

Size

Medium

Age

103

Alignment

N

Deity

Nethys

Languages

Aklo, Azlanti, Celestial, Common, Dark Folk, Grippli, Kelish, Necril, Polyglot, Protean, Shoanti, Sylvan, Thassilonian, Tien, Undercommon, Vudrani

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 16
Charisma 10

About Astral Shadefall

Astral Shadefall
Male peri-blooded aasimar (emberkin) cleric (ecclesitheurge) of Nethys 3/mystic theurge 1/wizard 1 (Pathfinder RPG Advanced Class Guide 91, Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4
Aura arcane beacon
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 30 (5 HD; 2d6+3d8+5)
Fort +5, Ref +4, Will +10
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee godwood +2 (1d6)
Special Attacks channel positive energy 3/day (DC 11, 1d6), hand of the apprentice (7/day)
Spell-Like Abilities (CL 5th; concentration +5)
1/day—pyrotechnics (DC 12)
Domain Spell-Like Abilities (CL 5th; concentration +5)
6/day—resistant touch (+1)
Cleric (Ecclesitheurge) Spells Prepared (CL 4th; concentration +7)
2nd—ghostbane dirge[APG] (DC 15), life pact[ACG], make whole, shatter[D] (DC 16)
1st—ant haul[APG] (DC 14), detect demon, ice armor, inflict light wounds (DC 14), true strike[D]
0 (at will)—guidance, mending, read magic, stabilize
D Domain spell; Domains Magic (Arcane subdomain), Destruction
Wizard Spells Prepared (CL 4th; concentration +8)
1st—long arm[ACG], thunderstomp[ACG], vanish[APG] (DC 15)
0 (at will)—detect poison, disrupt undead, mage hand, ray of frost
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 16, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Eldritch Aid, Reach Spell[APG], Spell Focus (evocation), Theurgy[UM]
Traits beacon of faith, magical knack
Skills Diplomacy +5, Escape Artist +7, Heal +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +14, Perception +4, Sense Motive +10, Spellcraft +11, Survival +3 (+5 to avoid becoming lost)
Languages Aklo, Azlanti, Celestial, Common, Dark Folk, Grippli, Kelish, Necril, Polyglot, Protean, Shoanti, Sylvan, Thassilonian, Tien, Undercommon, Vudrani
SQ arcane bond (godwood), bonded holy symbol (godwood), combined spells, domain mastery, secondary domain (protection), spell-only domain (), truespeaker, variant channeling (protection variant channeling)
Combat Gear pearl of power (1st level), wand of cure light wounds (50 charges), wand of lead blades (50 charges), wand of technomancy (50 charges); Other Gear godwood, ioun torch ioun stone, wayfinder, iron holy symbol of Nethys, spell component pouch (2), spellbook, wrist sheath, spring loaded, 4,080 gp
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Special Abilities
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Arcane Beacon (6/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Arcane Bond (Godwood) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Beacon of Faith (1/day) As a free action, cast domain or inquisition spell at 2 levels higher.
Bonded Holy Symbol (Godwood) (1/day) (Su) Can cast one extra spell/day
Cleric (Ecclesitheurge) Domain (Arcane)
Cleric (Ecclesitheurge) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combined Spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Eldritch Aid Expend spell slot to increase CL of ally's instantaneous spell.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Protection Variant Channeling (±1 Sacred) AC bonus/penalty
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Resistant Touch +1 (6/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Theurgy Augment arcane spells with divine energy and divine spells with arcane energy
Truespeaker Learn two languages for each rank you put in Linguistics.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of lead blades (50 charges) Add this item to create a wand of a chosen spell.
Wand of technomancy (50 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).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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