AC 19(shield 23) T 14 F 15| Init +5| Fort +8| Ref +5| Will +8| Per +14| pool 3/5
Gender
Elf Male. Hp 54/72
About Carilain Riveroak
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Carilain Riveroak
Male elf magus (bladebound) 6/occultist 1/Archmage 1 (Pathfinder RPG Occult Adventures 46, Pathfinder RPG Ultimate Magic 9, 47)
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +14
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge; +2 deflection vs. evil)
hp 72 (7d8+26) (currently 63)
Fort +8, Ref +5, Will +8; +2 vs. enchantments, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. death effects; +2 resistance vs. evil
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 30 ft.
Melee black blade (grimstar) +11 (1d8+7/19-20) or
. . dagger +7 (1d4+3/19-20)
Ranged +1 composite longbow +8 (1d8+4/×3)
Special Attacks arcane pool (+2, 5 points), eldritch breach[MA], magus arcana (arcane accuracy[UM]), mythic power (5/day, surge +1d6), spell combat, spell recall, spellstrike
Implement Schools (6 generic focus)
. . Conjuration (Compass of the True North, 0 points) Resonant—casting focus; Focus—servitor
. . Transmutation (Grimstar, 0 points) Resonant—physical enhancement (strength); Focus—legacy weapon, philosopher's touch
Occultist Spells Known (CL 1st; concentration +6)
. . 1st (2/day)—cure light wounds, lead blades[APG]
. . 0 (at will)—create water, message
Magus (Bladebound) Spells Prepared (CL 6th; concentration +11)
. . 2nd—elemental touch[APG], fog cloud, sonic scream[ACG] (DC 15), web (DC 15)
. . 1st—chill touch (DC 14), enlarge person (DC 14), grease, shield, true strike
. . 0 (at will)—dancing lights, detect magic, prestidigitation, ray of frost, read magic
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Statistics
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Str 16, Dex 16, Con 12, Int 16, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 23
Feats Dodge, Extra Mental Focus[OA], Mobility, Spell Penetration, Toughness, Weapon Focus (longsword)[M]
Traits riftwarden orphan, warrior of old
Skills Appraise +7, Bluff +1, Climb +6, Diplomacy +4, Intimidate +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (planes) +10, Linguistics +9, Perception +14, Ride +6, Sense Motive +7, Spellcraft +13 (+15 to identify magic item properties), Stealth +4, Swim +6, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Draconic, Elven, Gnome, Sylvan
SQ arcane surge[MA], automatic writing (linguistics), black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, elven magic, gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 2, manifestation points, ability scores, mental focus (6/day), phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception)
Combat Gear cold iron arrows (10), potion of cure light wounds, scroll of resist energy, scroll of shocking grasp, wand of obscuring mist (13 charges), wand of shield (50 charges), holy weapon balm[ACG], smokestick; Other Gear +1 chain shirt, +1 composite longbow (+3 Str), arrows (10), dagger, righteous medal of clarity, righteous medal of command, righteous medal of valor, righteous medal of vigor, belt pouch, blanket[APG], candle (3), chalk (3), fishhook, flint and steel, inkpen, masterwork backpack[APG], occultist's implement[OA], parchment (5), scroll case, silk rope (50 ft.), spell component pouch, spellbook (2), terendelev's scale, deadeye's arrow., tindertwig (3), trail rations (4), vial, waterskin, 114 gp, 1 sp, 4 cp
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Special Abilities
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Arcane Accuracy +3 (Su) 1 Arcane Pool: +3 to attack rolls until the end of your turn.
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Casting Focus (Su) Use as extra focus component to add to CL for conjuration spell.
Conjuration (Compass of the True North) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.
Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 19/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Philosopher's Touch (1 weapon, cold iron/silver, 1 minute) (Su) 1 focus: Weapon touched counts as special material for overcoming DR.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Physical Enhancement (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Servitor (Summon Monster I) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Transmutation (Grimstar) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Weapon Focus [Mythic, Longsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Spellbook:
Cat's grace, Chill touch, Color spray, Expeditious retreat, Enlarge person, Feather fall, Jump, Obscuring mist, Shield, Blend, Sonic scream, True strike, Elemental touch, web, Force Anchor, Spider Climb.
Millorn's spellbook is a ratty old and stained thing, singed on one corner and many of the pages near the end contain nothing but inkblots and smudges, however within the other pages you find the following spells:
acid splash, blur, color spray, detect magic, detect secret doors, fog cloud, ghost sound, grease, invisibility, levitate, mage armor, magic missile, read magic, resist energy, shocking grasp, and silent image.
This book is worth 160gp.
You spot one of the books stacked in the ring surrounding the librarians is a damaged wizard's spellbook. The few legible remaining pages contain the following spells: alarm, dismissal, dispel magic, magic circle against chaos, resist energy, and versatile weapon. The spellbook is worth 700 gp. While looking through the book a parchment scroll of dimensional lock is found folded up and tucked into the book's pages.
Carilain was raised by his aunt and uncle in the dark-green forests of Kyonin. His parents had gone to investigate the newly opened World Wound. Only Carilain's mother returned and she was not well. Perhaps she would have survived her encounter with the Rift, but she was pregnant with Carilain. Giving birth to the child was too much of a strain on her already haggard physique. Carilain's mother died in child birth.
All his life, Carilain has been obsessed with learning what happened to his father and mother. His Aunt and Uncle could tell him little, as his Mother had said nothing of it before she died. Carilain was also curious about the strange mark that he wore on his left shoulder. As soon as he could leave home on his own, Carilain set out to Kenabres. He must learn the secrets of his parent's fate and the meaning of the spiral mark.
Appearance:
Carilain is fairly typical for an elf. He has the fine, narrow, exotic features typical of the race. His shoulder length hair is blond with a tinge of red. He keeps it drawn back in a pony-tail and usually wears a sturdy leather skull cap to keep the rain off, and protect his head a bit.
Somewhat unusual for an elf, Carilain has dark gray eyes. At 6' 1" he is not tall for an elf, though he is heavy for one, at 148 lbs.
He carries the weight in muscle, Carilain has been building his strength most of his life. He knows that he needs the power to wield heaver weapons and hit with force. Thinking that drab colors lend to being unnoticed, Carilain wears gray clothing. Over this he wears the chain-shirt taken from the cultist. This partly ruins his drab coloring, for the links of the armor are polished. Carilain keeps them that way, to avoid rusting. There is a strange purple and black spiral birthmark on his left shoulder, in front. Most people never see this, because it is under Carilain's clothing.
Personality:
Carilain is pleasant enough, though he can be withdrawn at times. He is slow to anger, but fierce and unforgiving if his ire is roused. Carilain is more prone to study his magic or train at weapons than to party and carouse.
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