About Caelash SuulIobarian Horror Random-gen Gestalt Pathfinder PbP Caelash Suul
Vital Statistics:
Gender/Race: Male Dreamspeaker Elf Age/Height/Weight: 132 years old, 6'2, 166 lbs Hair/Eyes: dark mossy brown hair, emerald eyes Deity: Nethys Occupation: Adventurer, scribe, forger, and master of low-level magics Languages: Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Sylvan, Undercommon; Speak with familiar Ability Scores:
Initiative: +4 [+4 Dex] Senses: Low-light vision; Perception +12 (+13 vs traps) Speed: 40 ft. (30 ft without preparing thesis notes) ----------------------------------------------------------- DEFENSE AC: 20, touch 19, flat-footed 16; (+1 natural, + 4 Dex, + 5 Int)
HP: 52 (6d8 (maxed) + 0 Con + 4 Class)
Fort: +10 Ref: +12 Will: +9
Base Atk: +4; CMB: +4; CMD: 23
Melee:
Unarmed Strike: +4 to Hit; Dmg 1d6; crit x2 or: Mwk Quarterstaff: +5 to Hit; Dmg 1d6; crit x2 -->Qstaff TWF: +1/-3 to hit (full-attack), Dmg 1d6/1d6; crit x2 or: Melee Touch: +4 to Hit Ranged:
+1 Comp Longbow: +9 to Hit; Dmg 1d8+1; crit x3; range 110ft (36 arrows) -->Bow Flurry: +7/+7 to hit (full-attack); " --> [+1 Attack & Damage within 30 ft] or: Bomb: +9 to Hit; Dmg 1d6+5 (Splash 6); crit x2; 6/day -->[+1 Attack & Damage within 30 ft] or: Alchemist's Fire: +9 to Hit; Dmg 1d6+5 (Splash 6); crit x2; (10 flasks) -->[+1 Attack & Damage within 30 ft] ----------------------------------------------------------- Special Attacks Perfect Strike: 2/day; declare before attack w/ any bow; roll attack x2 and take higher result; if one is a crit threat, the other is the confirmation roll. Sneak Attack: +1d6 Splintered Spear: +9 to Hit; Dmg 1d6+5+1 bleed; crit x2; range 20 ft (max 100 ft); 8/day Laughing Touch: 8/day; +4 melee touch, target can only take move action for 1 round Summon Monster I: 1/day; standard action; monster lasts 1 minute ----------------------------------------------------------- Special Abilities (for reference):
Alchemy (Su): +1 Craft (alchemy) to create alchemical items. Can use Craft (alchemy) to identify potions as if using detect magic by holding the potion for 1 round. Can create Extracts and Mutagens -->Extracts: 1st-level, 3/day; takes 1 minute to prepare an extract. DC 16; Formulae known: 7 -->Cognatogen: Requires 1 hour to brew a dose of cognatogen. Standard action to drink a cognatogen. Benefit: +2 Natural Armor bonus to AC, +4 (Int, Wis, or Cha) for 10 minutes. Penalty: -2 (Str, Dex, or Con) for 10 minutes. Non-alchemists make a Fort save (DC 16) or be nauseated for 1 hour. When the effect ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. ---->When applied to Int, AC, Wiz/Wch/Sor spell DCs, Bomb/splash weapon damage, Splintered Spear Atk/Dmg, Slumber Hex DC, etc. all increase by 2, Str becomes 8 (-1 to all Str-based stuff). CMD +1 (+2/-1). Slumber (Su) DC 19
Summon monster I (Sp): 1/day; standard action; can only be summoned when eidolon is not summoned. Laughing Touch (Sp): 8/day; melee touch attack. Target can only take a move action but can defend itself normally. Once a creature has been affected it is immune for 24 hrs. Splintered Spear (Su): 8/day; standard action; wooden shortspear manifests and hurls itself at target within max range of 100 ft; Use Int on attack and damage, spear also deals 1 point of bleed each round on target's turn. Bomb (Su): 6/day; (ranged touch; 20 ft; 1d6+5/splash 6 [1d6+6/splash 7 within 30 ft] Judgement: 1/day Sneak Attack (Ex): +1d6 damage vs. flanked or flat-footed targets. Bow Flurry, Perfect Strike Flexible Enhancement (Su): +1 to Dex, Con, or Wis (+1/5 wizard levels); can be changed when preparing spells. Assume Dex as default. Trapfinding (Ex): +1 Perception/Disable Device vs traps; can disable magical traps. Familiar & Eidolon: Detailed in their own sections. lore of escape, hide tracks, Racial Traits:
Weapon and Armor Proficiencies: Simple and martial weapons (including weapons with "elven" in name), bombs, hand crossbow, kama, nunchaku, repeating crossbow, sai, shuriken, and siangham. Light armor, medium armor, and shields (except tower shields).
----------------------------------------------------------- SKILLS:
Class Skills: ALL Skill Ranks: 56 • Acrobatics +13 [+17 to jump] (6 ranks + 3 class + 4 Dex)
FEATS and TRAITS:
Traits: Magical Knack: +2 to Wizard Caster Level (effective level 6th). Rich Parents: +900 gp Familiar Feat:
CLASS FEATURES:
Witch Stuff Cantrips, Spells, Witch's Familiar, Hex: Slumber, Patron (Enchantment) Wood Wizard Stuff
Cross-blooded Sorcerer Stuff
Summoner Stuff
Rogue Stuff
Mindchemist Alchemist Stuff
Staff Magus Stuff
Zen Archer Monk Stuff
Heretic Inquisitor Stuff
EQUIPMENT:
On Person: Wealth: 5 gp, 4 sp >Ring of Fire Resistance 10 >Ring of Damage Reduction 5/cold iron >Monk's Robes (2lbs) >Signal Whistles [2] (matching, on necklaces) (-lbs) >Ioun Torch (kept in pocket until needed) (-lbs) >[10] Alchemist's Fire (10 lbs) >+1 Elvencraft Composite Longbow [+1 comp. longbow, Mwk quarterstaff] (3lbs) >Spell Component Pouch (2lbs) >Headband of Vast Intellect [+2 Intelligence; keyed to Sense Motive] (1lb) >Scout's Goggles [Mwk Tool; +2 Perception] (1lb) >Potion of levitate (1oz) >Potion of cure light wounds [9] (9oz) >Potion of daze (DC 19) [2] (2oz) >Swan Boat Feather Token [1] (-lbs) Weight Subtotal: (16-19 lbs, 11oz) >Handy Haversack (5lbs)
Haversack + Worn Items Weight Subtotal: (21-24 lbs, 11oz) Total Weight: (21-24 lbs, 11oz) Carrying Capacity:
Scrolls:
BACKGROUND:
Caelash loves magical writings, knowledge, and exploration. He also loves the intricate beauty of combat. So he travels, accumulates a wide and eclectic assortment of skills, and hires out as an adventuring mercenary and scribe.
Caelash, arguably, epitomizes the elven spirit, focusing on magic, bow, and sound tactics to get him through the day. His childhood was fairly average, with his exceptional intelligence and grace making him the envy of some of his peers. As he approached adulthood, he developed a wanderlust that needed to be sated, and so he's been adventuring ever since. Caelash, while attractive enough, has a number of chemical burns and scars from acids on his hands and face from early failed attempts at alchemy, and he tends to be socially awkward as his mind is often preoccupied with arcane thoughts. He's learned to compensate for these social detractions with his insight and perception, though. Caelash is taller than most men, at 6'2, and rather lanky. He has brilliantly-colored emerald eyes that are a bit unsettling, dark brown hair with a hint of mossy green, and pale skin that almost appears to have a faint woodgrain pattern, especially on the palms of his hands. Caelash's mother told him that his great grandmother was a dryad. Caelash dresses in simple, yet elegant silk garments of dark gray-blue, embroidered with silver and gold designs depicting trees, floral motifs, and arcane symbols. His wooden and mithral circlet (Headband) gives him an almost noble bearing, while his haversack, well-worn black sandals, bandolier of vials and flasks, and hip quiver are evidence of his traveling lifestyle.
Sprocket the Eidolon Dog:
(Sprocket looks like this.) Sprocket
Skills: (4 ranks) Acrobatics +6, Perception +4, Survival +4, Swim +6
--Quadruped Base Form: (see p. 60, APG) Free Evolutions: Bite (1d6+1.5xStr), limbs (legs) [2] --Evolutions (3 pts): Major Magic (Sp): Sprocket can cast lesser restoration 1/day as a spell-like ability. (When Sprocket uses this ability, he licks the target creature on the face.) --Link (Ex): Caelash and Sprocket share a mental link that allows for communication across any distance (as long as they’re on the same plane). This communication is a free action. In addition, magic items interfere with the connection; Caelash and Sprocket share magic item slots. --Share Spells (Ex): Caelash may cast a spell with a target of “You” on Sprocket (as a touch spell) instead of on himself. Caelash may cast spells on Sprocket even if the spells do not normally affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from summoner spell list. --Eidolon Traits:
Summoning ritual takes 1 minute to perform. Returns with same HP as before, unless slain, in which case it returns with half HP. Eidolon does not heal naturally. Remains until dismissed; dismissing is a standard action. If sent back to home plane due to death, eidolon can't be summoned until the following day. Eidolong can't be sent back by means of dispel magic, but spells like dismissal, and banishment work normally. If summoner is unconscious, asleep, or killed, his eidolon is immediately banished. Eidolon and summoner bear identical glowing runes on their foreheads as long as eidolon is summoned. Ekahuei the Turtle Familiar:
Ekahuei the Turtle N Tiny magical beast Init +4; Senses: Darkvision 60ft, Low-light vision; Perception +8 -------------------------------------------------------------------- DEFENSE AC 19, touch 10, flat-footed 19 (-2 Dex, +9 natural, +2 size) HP 26 [Effective HD: 5] Fort +9, Ref +6, Will +12 Improved Evasion Shell Retreat (Ex) -------------------------------------------------------------------- OFFENSE Space 2-1/2 ft; Reach 0 ft Speed 10ft, Swim 25ft Melee bite +3 (1d3-3) -------------------------------------------------------------------- STATISTICS Str 4(-3), Dex 6(-2), Con 8(-1), Int 8(-1), Wis 12(+1), Cha 3(-4) Base Atk +4; CMB +2; CMD 9 (13 vs trip) -------------------------------------------------------------------- FEATS: Skill Focus (Stealth), Stealthy, Fleet -------------------------------------------------------------------- Skills: Acrobatics +7, Bluff +2, Climb +2, Escape Artist +5, Perception +8, Sense Motive +7, Stealth +19, Survival +2, Swim +14 Modifiers: +8 Swim from swim speed, +8 Stealth from size -------------------------------------------------------------------- SPECIAL ABILITIES Shell Retreat (Ex): A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat with a free action on its turn. Store Spells: Starting at 1st level, Caelash’s familiar stores all of the spells that he knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, Caelash’s familiar adds new bonus spells to the his spell list based on his patron.
Share Spells: Caelash may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. Caelash may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Empathic Link (Su): Caelash has an empathic link with his familiar to a 1 mile distance. Caelash can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. Caelash has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): Caelash's familiar can deliver touch spells for him. If Caelash and the familiar are in combat at the same time Caelash casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as Caelash would. as usual, if Caelash casts another spell before the touch is delivered, the touch spell dissipates. Speak With Master (Ex): The familiar and Caelash can communicate verbally as if they were using a common language. other creatures do not understand the communication without magical help. Alertness (Ex): While a familiar is within arm’s reach, Caelash gains the Alertness feat.
SPELL LISTS:
Inquisitor Spells
Orisons Known: bleed, brand*, create water, sift*
Spells per Day: 0- 3/day, 1- 5/day Spells Known
Spells per Day: 0- 3/day, 1- 3/day Spellbook 0- acid splash, arcane mark, dancing lights, daze (DC 18), detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark*
Spells per Day: 0- 4/day+1 school spell, 1- 5/day+1 school spell, 2- 3/day+1 school spell Spellbook
Spells per Day: 0- 3/day, 1- 3/day Spells Stored in Familiar 0- arcane mark, bleed, dancing lights, daze (DC 18), detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue
Extracts per Day: 1- 3/day Formula Book
SPELLS PREPARED:
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