Mage Slayer

Constantine of Absalom's page

28 posts. Organized Play character for Dhenn.


Classes/Levels

HP 128/128 | AC 14 (13 Tch, 12 FF) | Fort +13 | Ref: +11 | Will +13

Gender

Active Conditions:

Alignment

CN

Deity

Calistria

Location

Absalom

Strength 10
Dexterity 14
Constitution 18
Intelligence 26
Wisdom 8
Charisma 14

About Constantine of Absalom

Constantine
CN Half-Orc Witch 14
Medium humanoid (human, orc), Age , Height 6' 4” Weight
Init +2 Senses Perception +0, darkvision
Languages Abyssal, Aklo, Auran, Celestial, Common, Draconic, Giant, Hallit, Infernal, Kellish, Orc, Osiriani, Protean, Syrinx, Terran, Tien, Undercommon, Varisian
XP Fame Prestige
Faction Dark Archive Deity Calistria
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DEFENSE
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AC 14, touch 13, flat footed 12 (+2 Dex, +1 Insight, +1 Natural) +2 profane vs creatures brought to material plane by summons, +2 morale when at half hit points and no conscious allies within 30 feet
hp 128/128
Fort +11, Ref +9 Will +11;
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OFFENSE
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Speed 30 ft
Melee
Ranged
Witch Spells Prepared (CL 14th; concentration +22) Prepared Spontaneity Slots in Bold
. . 7th Bestow Curse (Greater), Chain Lightning, Persistent Feeblemind
. . 6th Cone of Cold, Cone of Cold/Swarmskin, Dispel Magic (Greater), Persistent Phantasmal Killer
. . 5th Baleful Polymorph, Hold Monster, Dominate Person, Wreath of Blades/Teleport
. . 4th Black Tentacles, Cape of Wasps, Dimension Door, Wandering Star Motes/Death Ward, Confusion, Phantasmal Killer
. . 3rd Aversion, Bestow Curse, Dispel Magic, Heroism, Heroism, Lightning Bolt
. . 2nd Blindness/Deafness, Demand Offering, False Life, Glitterdust, See Invisibility, Glitterdust
. . 1st Command, Command, Cure Light Wounds, Identify, Mount, Interrogation
. . 0 (at will)—Detect Magic, Read Magic, Message, Stabilize

Spells known by Familiar:

. . 7th Bestow Curse (Greater), Chain Lightning, Create Demiplane (Lesser), Euphoric Tranquility, Harm, Heal, Hold Person (Mass), Hostile Juxtaposition (Greater), Ice Body, Plane Shift, Regenerate, Scrying (Greater), Waves of Ecstasy, Waves of Exhaustion
. . 6th Animate Object, Cone of Cold, Dispel Magic (Greater), Flesh to Stone, Geas, Guards and Wards, Raise Dead, Suggestion (Mass), Slay Living, Stone to Flesh, Swarmskin, True Seeing, Vengeful Outrage, Whip of Ants
. . 5th Baleful Polymorph, Curse of Disgust, Dominate Person, Feeblemind, Hold Monster, Hostile Juxtaposition, Mind Fog, Possession, Rune of Ruin, Suffocation, Telepathic Bond, Teleport, Waves of Fatigue, Whip of Centipedes, Wreath of Blades
. . 4th Aggressive Thundercloud (Greater), Antithetical Constraint, Black Tentacles, Cape of Wasps, Confusion, Crushing Despair, Death Ward, Dimension Door, Fear, Named Bullet, Overwhelming Grief, Phantasmal Killer, Solid Fog, Speak With Haunt, Suggestion (Triggered), Wandering Star Motes,
. . 3rd Aversion, Babble, Bestow Curse, Cure Serious Wounds, Discharge, Dispel Magic, Fly, Heroism, Hostile Levitation, Ice Spears, Lightning Bolt, Ray of Exhaustion Suggestion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sepia Snake Sigil, Sleet Storm, Speak With Dead, Tongues, Unadulterated Loathing,
. . 2nd Alter Self, Blindness/Deafness, Calm Emotions, Demand Offering, False Life, Fester, Flurry of Snowballs, Frost Fall, Glitterdust, Hideous Laughter, Hold Person, Investigative Mind, Lipstitch, Molten Orb, Psychic Leech, Qualm, See Invisibility, Silent Table, Status, Unnatural Lust, Vomit Swarm, Web, Whip of Spiders
. . 1st Beguiling Gift, Burning Hands, Charm Person, Chill Touch, Comma,nd, Comprehend Languages, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Fumbletongue, Hex Vulnerability, Identify, Ill Omen, Infernal Healing, Interrogation, Mage Armor, Mount, Peacebond, Ray of Enfeeblement, Reduce Person, Sleep, Snowball, Sow Thoughts, Sure Casting, Unnatural Lust, Unseen Servant
. . 0 (at will)—All

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STATISTICS
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Base Atk +7 CMB +7 CMD 19
Feats Curse of Vengeance, Endurance, Extra Hex (Cackle), Favored Enemy Spellcasting (Human), Improved Familiar (Paracletus Aeon), Persistent Spell Prepared Spontaneity, Spirit Talker
Traits Fast Talker, World Traveler
Skills Bluff +11, Diplomacy +5, Disable Device +16, Fly +13, Intimidate +6, Knowledge (Arcana) +25, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +12, Knowledge (Local) +28, Knowledge (Nobility) +9, Knowledge (Planes) +27, Knowledge (Religion) +17, Linguistics +16, Perception +0, Sense Motive +16, Spellcraft +25, Stealth +3, Use Magic Device +19
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EQUIPMENT
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Sihedron Brand (Service)
+1 spell storing griffon mane silken ceremonial armor (contains bestow curse), Amulet of Natural Armor +1, Belt of Constitution +6, Cackling Hag’s Blouse Caster’s Tattoo (Lesser), Cloak of Resistance +5, First Aid Gloves (1 hand used), handy haversack Headband of Vast Intelligence +6 (Disable Device, Sense Motive, UMD, Auran, Ignan, Terran), longsword, masterwork thieves tools, mithral daggers (4), rod of grasping hexes, Sihedron Brand (Service), spell component pouch (3), spring loaded wrist sheath (2), whip
Scrolls:

contingency, magnificent mansion, raise dead

Spell Power Components:

  • Urea [20/20]
  • Silver [10/10]
  • Salt [10/10]
  • Quicksilver [100/100]
  • Phosphorous [20/20]
  • Pesh [10/10]
  • Myrrh [20/20]
  • Magnesium [50/50]
  • Liquid Ice [10/10]
  • Dew of Lunary [5/5]
  • Cold Iron [10/10]
  • Alchemist Fire [10/10]
    [spoiler=Potions]
    [i]shield of faith (CL 12), water breathing


  • Wands:

  • Cure Light Wounds [50/50]
  • Dispel Magic CL 14 [6/6]
  • Endure Elements [34/50]
  • Lesser Restoration [10/10]
  • Mage Armor [14/50]
  • Resist Energy CL 11 [10/10]

  • Vanities: Underground Business (Polymorph fighting ring), Master of Trade, Absalom Townhouse (Ivy District)
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    ABILITIES
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    Hexes:

  • Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
  • Evil Eye: The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
  • Flight: The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
  • Fortune: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
  • Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
  • Tongues: A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.
    Major Hexes:
  • Agony: With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
  • Hag’s Eye: A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
  • Retribution: A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

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    PFS INFORMATION
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    PFS # 120937-1

    Scenarios Played:

  • #2-11 Penumbral Accords 1 XP 2 PP 507 GP
  • #1-29 The Deal We Know Part I: Shipyard Rats 1 XP 2 PP 538 GP
  • #5-12 Destiny of the Sands Part I: A Bitter Bargain 1 XP 2 PP 516 GP
  • #5-15 Destiny of the Sands Part II: Race to Seeker’s Folly 1 XP 2 PP 515 GP
    -Wand of Lesser Restoration (10) 900
  • #4-SP Race for the Runecarved Key 1 XP 2 PP 500 GP
  • #5-11 Library of the Lion 1 XP 2 PP 510 GP
  • #5-19 The Horn of Aroden 1 XP 2 PP 1179 GP
  • #3-21 Temple of Empyreal Enlightenment 1 XP 2 PP 1186 GP
  • #3-23 The Goblinblood Dead 1 XP 2 PP 1173 GP
  • Module: Risen from the Sands 1 XP 2 PP 1237 GP
  • #5-24 Assault on the Wound 1 XP 2 PP 1278 GP
  • 5-21 The Merchant’s Wake 1 XP 2 PP 1863 GP
  • Module: City of Golden Death 3 XP 4 PP 6756 GP
    -wand of false life (8) 720 gp
  • #4-05 The Sanos Abduction 1 XP 2 PP 3215 GP
  • #5-99 The Paths We Choose 1 XP 2 PP 3200 GP
  • #3-02 Sewer Dragons of Absalom 1 XP 2 PP 3165 GP
  • #6-03 The Technic Siege 1 XP 2 PP 3975 GP GM Credit
    -mark 1 dermal plating 4000
    -pot of shield of faith cl 12-600
    -wand of detect secret door (14) 210
    -wand of stone shape (5) 1125
  • #5-16 Destiny of the Sands Part III: Sanctum of the Sages 1 XP 2 PP 3229 GP
  • #1-32 Drow of the Darklands Pyramid 1 XP 2 PP 2603 GP
    -wand of arcane sight (2) 450
  • #0-20 King Xeros of Old Azlant 1 XP 2 PP 4718 GP
  • #6-04 Beacon Below 1 XP 2 PP 6059 GP
    -wand of dim door (5) 2100
    -wand of displacement (10) 2250
    -wand of make whole (5) 450
    -wand of mirror image (5) 450
  • #6-07 Valley of Veiled Flame 1 XP 2 PP 5473 GP
  • #1-36 Echoes of the Everwar I: The Prisoner of Skull Hill 1 XP 2 PP 6099 GP
  • #5-18 The Stranger Within: 1 XP 2 PP 5353 GP GM Credit
  • #4-20 Words of the Ancients 1 XP 2 PP 6189 GP
  • #2-14 The Chasm of Screams 1 XP 2 PP 8050 GP
    -scroll of contingency 1650
    -scroll of magnificent mansion 2275
  • #4-04 King of the Storval Stairs
    -scroll of greater teleport 2275
    —CL 18 3150
    scroll of heal 1125
    scroll of see invisible 150
    scroll of stone skin 950
    wand of invisible purge (12) 2700
    scroll of raise dead 6125
    wand of cure crit (9) 3780
    wand of glitter dust (7) 610
  • #3-20 The Rats of Round Mountain I: The Sundered Path 1 XP 1 PP 7951 GP
    -wand of dispel CL 11 (6) 2970
    -wand of dispel CL 14 (6) 3780
  • #3-22 Rats of Round Mountain II: Pagoda of the Rat 1 XP 2 PP 6178 GP
  • #6-13 Of Kirin and Kraken
    -Wand of Enervation (4) 1680 or 10 4200
    -wand of resist energy CL 11 10 charges 3300
  • #2-04 Shadows Fall on Absalom
  • AP # 82 Secrets of the Sphinx 3 XP 4 PP 23574 GP GM Credit
    -wand of haste (20) 4500
  • AP #88 Valley of the Brain Collectors 3 XP 4 PP 32799 GP
    -timeworn rocket launcher 5400
    timeworn robojack 6000



  • Faction Cards Accomplished:

    [list][/list]

    Boons
    Spoiler:

  • Armed to the Teeth (Sczarni Faction): Now that Guaril knows where his enemies hide, he is sparing no expense to ensure his agents are prepared for anything. The next time you travel to Kaer Maga for a Pathfinder Society mission, Guaril Karela gives you a single item worth up to 250 gp. You don’t have to choose the item until the mission begins.
  • Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.
  • Formidable Renoun: Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
  • History of the Sands: Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
  • Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.
  • Kaer Maga Contract (Qadira Faction): You helped to secure a lucrative contract between the Qadira faction and the Commerce League. Recognizing you as an able negotiator, Trade Prince Aaqir al’Hakam invites you to accompany him as he meets with suppliers and other contacts, during which time he helps you to polish the skills you have and learn several that you might have ignored before. When using the retraining rules presented in Path nder RPG Ultimate Combat to retrain skill ranks over a period of 5 days, you may use this boon to retrain those skill ranks for free. When you use this boon, cross it o your Chronicle sheet.
  • Kassen’s Boon: As a reward for setting his spirit to rest, Kassen offers you one last blessing. With this blessing, you may add 1d6 to a single d20 roll before the results of the roll are revealed. Alternatively, a spellcaster may recall any one spell or spell slot expended that round. Finally, the boon may be used to automatically stabilize if at negative hit points and dying. Once any one of these three abilities is used, cross this entire boon off the Chronicle sheet.
  • Local Connection (The Exchange): You know several friendly suppliers in western Garund. When purchasing any single-use item worth 100 gp or less while in the Mwangi Expanse, Rahadoum, Sargava, the Shackles, or the Sodden Lands, you reduce those items’ cost by 10%. You must spend at least part of the adventure in one of these countries to use this boon; it does not apply between adventures, and the discount does not stack with other e ects that reduce an item’s price.
  • Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modi ed by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it o your Chronicle sheet.
  • Reading the Threads: You have had additional time in which to study A Thread of Silver, an incomplete guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase its accuracy bonus by 1 and gain a +2 competence bonus on optional skill checks made to increase its accuracy further.
  • Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an oggensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon o your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.
  • Wartime Knowledge: You have taken the first great steps in mastering the art of warfare. When commanding armies using the mass combat rules, your army gains a +1 bonus to DV, OM, and Morale.