| Full Name |
Charleston Chew |
| Race |
Human Male Wizard 3, Cleric 3, Mystic Theurge 9 I HP: 125/125 I AC: 16, T: 12, FF: 14 I CMB: +6 CMD: 18 I Fort: 17 Ref: 13 Will: 24 I Init: +11 I Perc: +35 I Speed: 30’ Fly 40’ good I Active Conditions: |
| Classes/Levels |
Fire Resis-30, Ant Haul, Endure Ele., M. Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks) I Sprite (Liminal Sprite) I HP: 62/62 I AC: 24, T: 15, FF: 19 I F: +9, R: +8, W: +12 |
| Gender |
Male |
| Size |
5' 8" |
| Age |
36 |
| Alignment |
Chaotic Neutral |
| Deity |
Nethys |
| Languages |
Comman, Abyssal, Celestial, Infernal & Sylvan |
| Strength |
8 |
| Dexterity |
14 |
| Constitution |
18 |
| Intelligence |
24 |
| Wisdom |
24 |
| Charisma |
10 |
About Charleston Chew
21 Charleston Chew
Male human cleric of Nethys 3/mystic theurge 9/conjurer (teleportation[APG]) 3
CN Medium humanoid (human)
Init +11; Senses darkvision 60 ft.; Perception +35
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Defense
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AC 16 17, touch 12 13, flat-footed 14 14 (+4 armor, +2 Dex)
hp 125 (15 HD; 12d6+3d8+60)
Fort +17 +19, Ref +13 +16, Will +24 +26; +2 alchemical bonus vs. cold effects
Active Conditions: Fire Resis-30 Ant Haul, Endure Elements, Mage Armor, Darkvision, Overland Flight, Life Bubble, Blood-Boiling Pill (Role Play as Energy Drinks), Heightened Awareness Short duration buffs: Haste, good hope
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Offense
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Speed 30 ft., fly 40 ft. (good)
+6 Melee Touch Attack +9 buffed
+9 Range Touch Attack +12 buffed
Special Attacks channel positive energy 3/day (DC 11, 2d6), hand of the acolyte (10/day)
Bold spells have been used.
Cleric Spells Prepared (CL 13th; concentration +20)
6th—antimagic field[D], heal (3)
5th—breath of life (2, DC 22), flame strike (DC 24), life bubble[APG] (DC 22), spell resistance[D]
4th—blessing of fervor[APG] (DC 21), dismissal (DC 21), imbue with spell ability[D], restoration (1 of 2)
3rd—daylight, dispel magic[D], holy javelin[HA], invisibility purge, remove blindness/deafness, remove disease, searing light
2nd—calm emotions (DC 19), delay poison, magic mouth[D] (DC 19), remove paralysis, lesser restoration (2), sound burst (DC 21)
1st—comprehend languages, endure elements, identify[D], liberating command[UC] (2), protection from evil, sanctuary (DC 18)
0 (at will)—create water, detect poison, purify food and drink (DC 17), stabilize
D Domain spell; Domains Conversion inquisition[UM], Magic
Conjurer Spells Prepared (CL 15th; concentration +22)
6th—chain lightning (1 of 3, DC 25), dimension door
5th—cone of cold (DC 24), dimension door, dismissal (DC 22), fire snake[APG] (DC 24), overland flight
4th—dimension door, emergency force sphere (2), greater invisibility (2)
3rd—fireball (DC 22), fly, haste (1 of 3), lightning bolt (DC 22), mage armor
2nd—darkvision, glitterdust (DC 19), invisibility, mirror image, scorching ray (3)
1st—ant haul[APG] (DC 18), feather fall, heightened awareness[ACG], mage armor, magic missile (2), vanish[APG] (DC 18)
0 (at will)—detect magic, light, prestidigitation, read magic
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 14, Con 18, Int 24, Wis 24, Cha 10
Base Atk +7; CMB +6; CMD 18
Feats Alertness, Combat Casting, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Familiar, Improved Initiative, Point-Blank Shot, Precise Shot, Spell Focus (evocation), Spell Penetration
Traits magical knack, seeker
Skills Bluff +22, Diplomacy +25, Fly +19, Heal +25, Knowledge (arcana) +25, Knowledge (religion) +25, Perception +35, Sense Motive +29, Spellcraft +25, Survival +7 (+9 to avoid becoming lost), Use Magic Device +15
Languages Abyssal, Celestial, Common, Infernal, Sylvan
SQ arcane bond (Arcane Familiar, liminal sprite), combined spells, shift 10/day (5 feet), summoner's charm (1 round)
Combat Gear extend metamagic rod, lesser extend metamagic rod, lesser quicken metamagic rod (1 of 3), lesser selective metamagic rod[APG], potion of hide from animals, potion of hide from undead, reach metamagic rod[APG], wand of channel the gift (Held by Sprite), wand of cure moderate wounds (Held by Sprite), antiplague[APG] (2), antitoxin (2), blood-boiling pill (2), blood-chilling pill, oil, padzahr[UE], soul stimulant[UE], twitch tonic[UE], vermin repellent[UE] (2); Other Gear bag of holding i, bead of newt prevention[UE], belt of mighty constitution +4, bottled sunlight, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), dweomer's essence (1 of 2), eyes of the eagle, first aid gloves, headband of mental prowess +6 (Int, Wis), lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of freedom[OA], lesser talisman of life's breath[OA], lesser talisman of life's breath[OA], orange prism ioun stone, stone salve, wayfinder[ISWG], backpack, bedroll, belt pouch, canteen[UE], chalk (2), charcoal (2), earplugs[APG], familiar satchel[UE], flint and steel, ink, inkpen, iron holy symbol[UE], journal[UE], parchment (5), scroll case, signal whistle, soap, spell component pouch, tattoo holy symbol[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 5,375 gp, 8 sp, 4 cp
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Special Abilities
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Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Combat Casting +4 to Concentration checks to cast while on the defensive.
combined spells (5th) (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 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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (40 feet, Good) You can fly!
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hand of the Acolyte (10/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5 feet, 10/day) (Sp) Short-range teleport
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
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Sprite CR –
Liminal sprite (Pathfinder RPG Bestiary 5 158)
CN Tiny fey
Init +7; Senses low-light vision; Perception +19
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Defense
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AC 22, touch 15, flat-footed 19 (+4 armor, +3 Dex, +3 natural, +2 size)
hp 62 (3d6+6)
Fort +9, Ref +8, Will +12
Defensive Abilities improved evasion; DR 5/cold iron; Immune sleep; SR 13
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Offense
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Speed 20 ft., fly 60 ft. (good)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, repartee (1 of 3 used)
Spell-Like Abilities (CL 6th; concentration +8)
At will—daze (DC 12), prestidigitation
3/day—fumbletongue[UM] (DC 13), invisibility (self only), memory lapse[APG] (DC 13)
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Statistics
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Str 8, Dex 17, Con 14, Int 20, Wis 12, Cha 15
Base Atk +7; CMB +8; CMD 17
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Bluff +20, Diplomacy +20, Escape Artist +9, Fly +17, Heal +16, Knowledge (local) +11, Perception +19, Perform (comedy) +8, Sense Motive +22, Spellcraft +20, Stealth +17, Use Magic Device +20
Languages Common, Elven, Sylvan
SQ empathic link, versatile performance
Combat Gear wand of channel the gift (47 charges), wand of cure moderate wounds (50 charges)
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Special Abilities
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Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Good) You can fly!
Immunity to Sleep You are immune to sleep effects.
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.
Repartee (3/day) (Su) When aid a Cha skill check, aid another bonus is +2d4.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spell Resistance (13) You have Spell Resistance.
Versatile Performance (Ex) Use Perform (comedy) modifier in place of Bluff and Intimidate.
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