About AstrillithAstrillith is a 6'1" tall grimspawn tiefling. And like many others she has the traits to confirm it. Pale and thin skin. Her physique looks gaunt and very unnerving. She gives off the feeling that she is not very far from dying herself. Her hair, long and black barely covering a small pair of raven-like wings that sprout from her back, the one part of her that seems to have been taken care of meticulously. Only other feature that seems to really stand out is her eyes, sharp, keen, and the colour of absinthe, accented by her vest and tie. She wears a pale green vest and tie to set off a black suit, enforcing her almost-masculine build. Her wide-brimmed hat is more feminine. Besides the well-tailored looking mithral shirt that hides under her jacket, she carries a deep black iron staff that often has her snake familiar wrapped around it, he goes by the name Pac, a green scaled viper that tends to hiss at anyone who gets too close to him, barring Astrillith Her demeanor and sense of humor goes well with her heritage as it is usual dark and morbid. She does not mind conversation nor company, despite her outward appearance. In her down time she often works on small jewelry pieces and trinkets adorned with an array of strange coloured gems, and often claims that the jewelry she is wearing is made by her own hand. Astrillith:
Daemon-spawn tiefling magus (staff magus) 8 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 49) N Medium outsider (native) Init +6; Senses darkvision 60 ft.; Perception +1 -------------------- Defense:
-------------------- AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 shield) hp 92 (8d8+28) Fort +10, Ref +7, Will +9 Resist cold 5, electricity 5, fire 5 -------------------- Offense:
-------------------- Speed 30 ft. Melee +1 conductive adamantine quarterstaff +11/+6 (1d6+7) or . . dagger +9/+4 (1d4+3/19-20) Special Attacks arcane pool (+2, 10 points), improved spell combat, magus arcana (familiar[UM], pool strike[UM]), spell recall, spellstrike Spell-Like Abilities (CL 8th; concentration +9) . . At will—deathwatch Magus (Staff Magus) Spells Prepared (CL 8th; concentration +13) -------------------- Statistics:
-------------------- Str 16, Dex 18, Con 16, Int 20, Wis 12, Cha 12 Base Atk +6; CMB +9; CMD 24 Feats Arcane Strike, Maleficium, Mask Of Virtue, Quarterstaff Master[UM], Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff) Traits dark magic affinity, reactionary Skills Bluff -1, Craft (gemcutting) +18, Craft (jewelry) +18, Disguise -4, Fly +8, Intimidate +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Knowledge (religion) +13, Ride +15, Spellcraft +16; Racial Modifiers +4 Fly Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal SQ knowledge pool, quarterstaff defense Other Gear +1 mithral chain shirt, +1 conductive adamantine quarterstaff, dagger, amulet of natural armor +1, belt of physical perfection +2, cape of free will +1/+2[MA], ring of protection +1, ring of sustenance, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], masterwork gemcutting tools, masterwork jewelrycrafting tools, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wooden holy symbol of Pharasma -------------------- Special Abilities:
-------------------- Arcane Pool +2 (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. 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. Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. 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. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach. Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat. Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day. Mask of Virtue Your alignment is concealed. Pool Strike (3d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike). Quarterstaff Defense +1 (Ex) At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, Quarterstaff Master Use a quarterstaff one-handed Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast. Spellstrike (Su) Deliver touch spells as part of a melee attack. -------------------- Pac:
Viper (Pathfinder RPG Bestiary 133) N Tiny magical beast (animal) Init +3; Senses low-light vision, scent; Perception +9 -------------------- Defense -------------------- AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size) hp 46 (1d8-1) Fort +5, Ref +5, Will +7 Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +11 (1d2-3 plus poison) Space 2 ft.; Reach 0 ft. Special Attacks deliver touch spells -------------------- Statistics -------------------- Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2 Base Atk +6; CMB +7; CMD 14 (can't be tripped) Feats Weapon Finesse [b]Skills Acrobatics +3 (-1 to jump), Climb +11, Intimidate +4, Perception +9, Ride +11, Spellcraft +7, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth Languages speak with animal (same kind only), speak with master SQ empathic link, poison -------------------- Special Abilities -------------------- Climb (20 feet) You have a Climb speed. Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Poison (DC 13) Viper Poison: Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself. Speak with Master (Ex) You can communicate verbally with your master. Swim (20 feet) You have a Swim speed. |