Create Mr. Pitt's page

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By 12th level you can take opposition research as a feat and remove one of those lost schools. Lose enchantment as many enemies are immune to the spells. If you really want to keep enchantment, dump evocation. Necromancy has some powerful and useful spells at that level, but I suppose after enchantment and evocation, I'd dump that.


Do you want to be able to fight also? If you just want to be a casty casty go for conjuration wizard teleportation subschool.

If you want to be able to fight in melee and cast a cleric of Desna is always fun to play and you can take the travel domain paired with either luck or good I think and be a real force with a ton of excellent travel abilities.


Non-lethal damage to _______. Fill in that blank with hit points and we can end this nonsense. It is non-lethal damage to hit points.


If you have a caster with very high DC spells, ill omen is a dagger. It just depends on your party and if you can make it work.


As has been said it depends on the odds of success. Let's say an opponent has a 50% chance of making a save. If you cast the spell with persistent metamagic then the opponent will fail 75 percent of the time against the spell. Forced rerolls like persistent and misfortune are force multipliers.


It's not about the timing of the damage. The application of damage is a single event. There is no rule that will describe it as such because it is implied by the action system. An immediate action can interrupt a spell, but not part of its resolution simply because the action system doesn't include a damage allocation period.


If you show text that nonlethal damage should not be considered hit point damage the rest of us consider it. And not the text you've misinterpreted, but an actual definition.


If you want to cast charm and compulsions spells you need a somewhat cooperative GM. Usually we'll have the caster hidden or doing some sort of weird arcane rituals while the party face distracts the individual being targeted.

But RAW it's very tough to cast social spells, save some special abilities. Glibness is kind of unbeatable, but I don't know if it's on the mesmerist list.


There's a real data bias effect on the level inquiry. Most games start at low level and are apt to end earlier just based on momentum.

The lack of high level material is another reason this data would exist. Either way, there are always going to be fewer high level characters than low level simply based on structure of the game and time. But I do love me some data!

Some of it is more relevant than other, but I really love most of it. The archetypes in particular.


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The key, as addressed above, is agency. A GM's job is create a world and let the PCs interact with its inhabitants and structures.

Character decisions, as long as they are realistic, outweigh any story, drama, or plot arcs I had planned. I try to give the PCs any info that is important to their narratives, but I also reward curiosity and expect the players to know events continue to occur when they are focused elsewhere.

With shared expectations, people seem okay no matter how things play out, so long as they are the agents of change and I am not trying to impose my plot arc upon them.


No, the staggered, dazed, and stunned statuses are not rooted in movement. Rather a lack or restriction of movement arises from conditions. However, FoM beats paralysis and it beats hold person since those conditions are about the restriction of movement.

FoM is a tricky spell, but ultimately it comes down to whether movement itself is restricts, if that's the case FoM takes effect. (Though it doesn't prevent being stuck in an area (e.g., walls and pits)).


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Your definition of hit point damage, the notion of it as a separate concept rulewise, and its application to power attack. All completely unreasonable. Only reasonable if you accept your baseline assumptions that are incorrect.


ModelV wrote:
Wait a minute... people play wizards without at least 14 constitution?

Sure wizards are all about evading attacks and miss chances anyway. Probably wouldn't dump it, but 12 is easy, and 10 doable.

Attributes don't require a type of role play. Just create the personality, the skill set will fit in.


In reality the answer is simply, people pick up religion based on cultural and historical environments. Occasionally people worship a god based on values, but by and large it's a product of upbringing.

If an empyreal lord of its representative did good for a small town, that society may be more inclined towards its worship. Then people growning up in that society going forward.


Do you really think it's worth FAQing rules any time someone makes a bad argument and won't back down?


I honestly think it's four rolls, but the one time I tried it I agreed to three rolls reluctantly.

It can probably be read both ways. Persistent spell says "it must make another saving throw" so maybe just one. But honestly, I read misfortune as applying to each saving throw caused by the persistent metamagic. There may be an order of operations problem here.

But the argument feels a lot stronger for four rolls unless there is an FAQ I am unfamiliar with.


Persistent spell feat or rod. Making them roll twice and take the worst is exponentially more powerful than adding 1 to the DC most times.


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You're reading everything backwards. The sentence "This damage is subtracted from current hit point" isn't a restriction, but an explanation of how damage works. It doesn't create a new category by fiat of sentence.

The problem here is that you are not arguing RAW, you are reading too much into descriptive sentences and other rules to fit a very particular interpretation that is not in the rules at all.

You can keep quoting the same sentences, but that won't make them mean what you say they mean. We can keep arguing with you, but that's not going to change your mind apparently. But you're wrong. Non-lethal damage is, ultimately, a form of damage to hit points, hit point damage is merely a way of distinguishing from ability damage, and power attack applies to non-lethal. You don't have to agree, but as far of the rules go, it's cut and dry.


Joshua029 wrote:
Create Mr. Pitt wrote:
People are really undervaluing the distinction of DR/magic (which is amazing at low levels and nearly useless at higher levels) and DR/- or DR/adamantine. Simply put, DR/- is exponentially more valuable than DR/magic.

If I'm understanding this correctly, actual spells ignore all DR, but DR/Magic means that weapons with magic enhancement also ignore the DR.

This means DR/- is only bypassed by spells, but that's all spells, regardless of level?

Could you or someone point me to the page number where all of this is laid out in the Core Rulebook, because I seem to have missed it.

Not some spells. Certain spells create physical attacks with special materials, for instance pellet blast:

http://www.d20pfsrd.com/magic/all-spells/p/pellet-blast/

These are subject to damage resistance. But this is the exception to the rule, largely spells and dr don't interact (summoning being another major exception).

Here is the pfsrd section on DR, ask any clarifications you'd like, happy to help out: https://www.d20pfsrd.com/gamemastering/special-abilities/#TOC-Damage-Reduct ion

But as for the pricing of magic items, in cases like this, it's more an art than a science. First, look at pricing for comparable items, then use the rule set that breaks magic items down by elements.

Personally, this feels like a 5k item to me. It's very good at low levels and middling as you go along. But you're not going to find a correct answer, just jury-rigged guesses.


People are really undervaluing the distinction of DR/magic (which is amazing at low levels and nearly useless at higher levels) and DR/- or DR/adamantine. Simply put, DR/- is exponentially more valuable than DR/magic.


You can't just take a term used to distinguish between hp damage and ability damage, for instance, and use it as a basis for a whole new class of fictional rules and distinctions. Non-lethal damage is damage to hit points, just non-lethal. What else is non-lethal damage damaging if not hit points?

There's no need for contextualizing the rules, when a plain and simple reading, that power attack applies to non-lethal, and it makes sense. This kind of nonsense harms the game by leading to rules bloat or oversimplification.


Oh wow... this has gone of the rails. Hit point damage isn't a "type" of damage. It's damage. Power attack applies to damage. You can't just make up a category of damage based on your reading of a separate rules and try to apply it across the board. If a distinction this meaningful were intended, the rules would have expressed it clearly.


For all forms of standard action summoning. Summoner, Sacred Summons, Acadamae Graduate, the creature summoned should get its full round. If it summoned in position to attack, it gets its full attack action.


Fortuitous totally works well with reach weapons. Otherwise straight bonuses are usually better.


If you believe in permadeath I would alter the loot structure. The money spent on resurrection should be reallocated to permanent enhancement to protect against the threat of permadeath.

People love their characters. If you are you going to remove access to resurrection; you should permit them to use their look however they sey fit to prevent death (or whatever they want).


Can you use stand still against or reposition stinking cloud?


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There is so much context here that suggests that stand still simply doesn't work, beyond mere logic (and that alone is enough for me):

The subject and all its gear become insubstantial, misty, and translucent.

Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply.

It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

All the above quotes suggest that it cannot be stopped with mere physical weapons or impeded by stand still. The actual answer is unclear, but the logical answer only leans one way.


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I haven't been around for months. I cannot believe this thread is still living.


It doesn't say it is restrict to Duergar, like pretty much any other spell limited to a race.

The GM can do whatever they want, textual pretense or no. I just think it's a pretty dumb way to answer the question.

When I GM I believe in a fully collaborative process where we discuss rulings and figure out ambiguous situations together. Obviously, I don't permit a 2 hour argument at the table. But I am only right by GM fiat if I am houseruling something.

I don't see an actual textual reason to restrict the spell to Duergar, absent that any in game restriction is basically a house rule (unless someone has text that suggests Ironskin is actually restricted according to the rules).


1 is such a silly circular rule. No one is coming to the board just to hear the GM is always right. I wish people would stop saying it when people have specific questions.

Nothing in the spell description on pfsrd says duergar only: http://www.d20pfsrd.com/magic/all-spells/i/ironskin/

I am usually pretty liberal about race-specific spells, but this doesn't even list it, such as spells like http://www.d20pfsrd.com/magic/all-spells/p/paragon-surge which specifically list half-elf as a requirement.

There is a difference between a race developing a spell and it being specific to a race.


I don't see how those rules apply to this situation unless you assume they do.


Lots of people are really stretching the rules to avoid a potentially annoying situation.

Should they stack? Probably not. But this isn't a parent spell or the same source. This should probably be errataed, but I think there's no basis in the rules for them not to stack.


Depends on your strength. If high enough buff yourself and prepare for melee. If you are more pure caster buff allies and maybe prepare some offensive spells.

Shouldn't need to cure until post-combat unless you are high enough level to have Heal. Also summon monsters!


Yeah, it's a great but expensive option. polar midnight followed by quickened fog cloud similarly useful, if not more so.


Most of the time it is easy enough to learn as I go along. When players level up, I look at their choices and, if I am not familiar with something, I look it up and discuss it with the player.

This really comes up with 1.6 players per campaign so it's no big deal and fun to learn about new options I don't know of. Core only is painful for the weaker classes; I prefer to allow options and restrict only where it's a huge problem.

Communication is key.


All of these factors matter. The real question comes down down to context. Is this one player or a party and what other classes are in that party.

I would probably have wizard and cleric higher than, say barb, no matter what. But if it was a 1 man party, I'd be more inclined for cleric, despite the wizard's overall power adtvantage.

So tiers may be both subjective and objective. It depends on the goal of this exercise.


Wizard
Witch
Cleric
Druid (I see no difference b/t caster v. melee)
Shaman
Witch
Sorcerer
Alchemist
Paladin
Barbarian
Fighter
Brawler
Unchained Monk

That's my ranking, if we're going to rank and assuming competent use. In terms tiers, I'd classify Wizard-Sorcerer as 1; Alchemist to Barbarian as 2; Fighter to Unchained Monk as 3.

It's more spectrum than tiers and depends on what you're going for (and the rest of the party, but in terms of the ability to handle any situation, there you are)


I generally agree, but I have seen some takes on what people think are absolutes on these very boards when an issue seemed incredibly fuzzy.

It's easy to make the easy calls. The hard calls are a lot more subjective and to the extent involves a PC's action, the PC's judgment should be respected.


The slopes, while seemingly part of the conjuration, aren't in the 10 x 10 effect or the extradimensional space so you can get those under the foundation.


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Klorox wrote:

Caedite eos omnes, Dominus enim novit ejus.

It's an evil act because killing without justification is intrinsincally evil, and it takes evil to find an argument such as yours to be a justification... remember, alignments are absolute things, not relative.

Nonsense. Philosophers and scientists have not determined an absolute morality so constructed alignments are completely open to interpretation too. Nothing is absolute, there are grey areas in everything, including a simulation like pathfinder. You may have an absolute view of how things work morally, but I guarantee you it won't hold universal. It will always be based on assumptions and interpretations.

There are practically correct decisions in certain situations. There might even be morally correct decisions in certain situations. But each is fact-dependent and culturally, socially, and personally contextual even if Pathfinder does try to put them in a box, that box is too limited by human nature and words to ever be absolute.


Since the spell effect of create pit is a 10 x 10 hole you should be able to create pits on the sides of the castle by the foundation. The sloped edges of the pit are ancillary to the actual spell effect, so technically there should be no need for line of sight or effect to create sloped earth under various parts of the foundation of the castle.

The exposure of those slopes should allow you to target them with transmute rock to mud. That and grappling hooks or tk or other ways of pulling the castle foundation down into the extradimensional space of the pit should do some serious damage, and when the pit rises, some real foundation breaking.


Enchantment and Necromancy. Get Necromancy back at 9 with opposition research. A ton of creatures in the bestiary are immune to mind-affecting spells.

Necromancy doesn't have a ton of great spells below fourth level, save false life.

Evocation is the other standard choice and although conjuration has some good damage spells, some of which even ignore spell resistance, but it's always nice to be able to drop a fireball (and later daze with it and some of your conjuration spells like acid arrow and pellet blast).

But ear-piercing scream, magic missile, and flaming sphere are all useful lower level spells that you'll probably find yourself using before anything in necromancy, until you get enervation and other decent offensive options.

(As for the remainder abjuration and transmutation have too many spells (and too many useful spells) to work. Divination gives you detect magic and some other interesting options; but can be dropped if you plan ahead.

Illusion is another drop possibility, but giving up (or wasting two slots on) mirror image, blur, invisibility, displacement, and at early levels color spray is almost definitely not worth it. Miss chances and evasion through flight and invisibility are a wizard's best defense (especially if you are going to summon; you can summon as much as you want while invisible).

I assume you also intend to take teleportation subschool, shift is probably the best defensive school power in the game.

Early feats to consider: Improved Initiative, Spell Focus (conjuration), Augment Summons, Craft Wondrous Items, after that it depends if you want to focus mostly on summoning or mix it up. I recommend taking Persistent Spell or at least grabbing a persistent rod at some point.

If you have any more specific questions feel free to ask.


How about a summoner. You get creation, you're a decent charisma caster. You add arcane power and melee power to the party.

That, or ask your GM if you can be a soul-infused in an animated credenza with class levels in bard.


I think the rules probably do not allow you to intensify magic missile. However, it is not unreasonable to argue that the number of missiles is effectively a damage dice cap. That fifth missile is the cap on the damage dice.

I think by intention it should be allowed, and I would permit it. The only consideration I have is that missiles may have multiple targets and intensify is granting you extra targets if you so choose. However, only in the case of an intensified toppling spell is this an issue.

I think the fair reading is no, but an interpretation leaning the other way exists and it should probably be permitted.


Well it's a baby demon. Baby doesn't imply mortal, just young, So it's both baby and demon. So evil baby.


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It depends on the feat or item you are trying to determine. If it affects spell preparation, then they are prepared. If it involves actual casting and recall, it appears to be spontaneous.

I think this is a context dependent question and the correct answer is that some aspects of arcanist casting are prepared and some are spontaneous. I think you are much more likely to get specific questions about items and feats answered than a question that is this broad.


General consensus has a different meaning than general v. specific meanings of a rule.

Doomed claimed that it was a general developer consensus that you have to have the prerequisite for 24 hours.

Greystone correctly pointed out that this is not true, and provided a specific example of where the developers discussed how this rule applies to brawler's flurry. This is pretty compelling evidence that there is no general consensus that 24 hours of the prerequisite is required.

Of course, you are literally correct, maybe it is the general consensus. But I have never seen it, and the specific example in the case is strong evidence that there is a lack of such a consensus.


There is no consensus that you have the prerequisite active for 24 hours. I'd be interested in seeing it if you have one.


There's no need to go round and round. There's rules and realism. You have to separate the two because you are playing a game. Melt stone, by the rules, is a different action, than breath weapon.

If you need a flavor change to make it more explicable pretend that dragons have to use hotter, more focused breath that drills directly in the ground to actually melt stone.

It's always easier, to the extent possible, to figure out the rules and then add flavor where necessary than get stuck on realism issues like this (where the game rules are trying to prevent using this action simultaneously with the breath weapon, otherwise it would simply be a feature of the breath weapon).


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Here's how I read it, melt stone and breath weapon are different actions. One targets the ground, the other is an area of effect.

Although they are superficially the same action, as a matter of action economy they are not. The dragon has to choose to target ground or people (even if the people are standing on the ground). They still take the lava damage, but they don't take breath weapon damage the round the ground is melted.

Obviously in subsequent rounds if they are still in the lava and get breath weaponed the PCs, if not dead, will take both damages.

Full Name

Everon Mitharian

Race

Elf

Classes/Levels

Witch (Synergist) 15 | HP 122/122 (3 temp) | AC 17, T 17 ,FF 13 | CMD 19 | Fort +13, Ref +14, Will +14 | Init +15 | Perc +19, Arcane Sight, See Invisibility

Gender

Male

Size

Medium

Age

230

Alignment

CG

Languages

Common, Elven, Celestial, Draconic, Giant, Sylvan, Thassilonian, Truespeech

Strength 7
Dexterity 18
Constitution 16
Intelligence 28
Wisdom 10
Charisma 7

About Everon Mitharian

Statistics:
Male Elf Witch (Synergist) 15
CG Medium Humanoid (Elf)
Init +15; Senses Perception +19; darkvision 90 ft., low-light vision, arcane sight
Aura lesser protective aura
------------------------------
DEFENSE
------------------------------
AC 14, touch 14, flat-footed 10 (+4 dex) (+2 vs evil, +3 deflection (until hit))
hp 122
Fort +13, Ref +14, Will +14
Resist acid 20, cold 20, electricity 20, fire 20
------------------------------
OFFENSE
------------------------------
Speed 30 ft., fly 120 ft. (good)

Special Attacks breath weapon (15 ft. line, 1d6 cold or 1d6 fire, reflex DC (10 +1/2 level +con) half, usable every 1d4 rounds)
------------------------------
STATISTICS
------------------------------
Str 7, Dex 18, Con 16, Int 28, Wis 10, Cha 7
Base Atk +7/+2; CMB +5; CMD 19
Traits Scholar of the Ancients, Warrior of Old
Feats Run, Alertness, Totem Spirit (Hawk Clan), Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Improved Initiative, Accursed Hex, Improved Familiar, Spell Penetration, Greater Spell Penetration, Split Hex (Slumber)
Skills (165 points; 30 class, 135 Int)
ACP -0
(15) Fly* +22
(15) Knowledge (arcana) +28
(15) Knowledge (dungeoneering) +24
(5) Knowledge (engineering) +14
(5) Knowledge (geography) +14
(15) Knowledge (history) +28
(15) Knowledge (local) +24
(15) Knowledge (nature) +27
(5) Knowledge (nobility) +14
(15) Knowledge (planes) +27
(15) Knowledge (religion) +24
(15) Perception +19
(0) Sense Motive +2
(15) Spellcraft +27
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Knowledge (arcana) (trait)
+1 Knowledge (history) (trait)
+4 Perception (feat)
+2 Sense Motive (feat)
Languages Common, Elven, Celestial, Draconic, Giant, Sylvan, Thassilonian, Truespeech

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Dreamspeaker Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast.

Fleet-Footed Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Scholar of the Ancients You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and you gain Thassilonian as a bonus language.

Warrior of Old You gain a +2 trait bonus on initiative checks.

Fate Patron At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar.

2nd-doom, 4th-anticipate peril, 6th-helping hand, 8th-blessing of fervor, 10th-greater forbid action, 12th-contingency, 14th-jolting portent

Witch’s Familiar At 1st level a witch forms a close bond with a familiar. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar.

Hex (Major Hex) Witches learn a number of hexes that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. Starting at 10th level a witch can choose major hexes whenever she could select a new hex.

Cackle (via item) Cackle as a move action. Anybody in 30 feet under the effects of the witch's hexes has the duration extended by 1 round.

Protective Luck Twist fate for a target within 30 feet for 1 round. Whenever they are targeted by anything that requires an attack roll the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration increases by 1 round. A witch cannot use this ability on herself.

Slumber (DC 27) Cause a creature within 30 feet to fall into a deep magical sleep, as per the spell sleep, for a number of rounds equal to the witch's level. Will negates. This can affect a creature of any HD. They will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if they take damage. A creature can only be targeted by his hex 1/day.

Soothsayer When the witch uses a hex she can delay the effect. The hex takes effect the next time the target makes a roll that could be affected by the hex or is affected by an action that could be modified by the hex (such as being attacked). The duration of the hex begins on the same round as the action that causes it to take effect.

Misfortune (DC 26) A creature within 30 feet suffers grave misfortune for 1 round (Will negates). Anytime they make an ability check, attack roll, saving throw, or skill check, they roll twice and take the worse result. 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. A creature can only be targeted by his hex 1/day.

Ice Tomb (DC 27) A storm of ice and freezing wind envelops a target within 60 feet. They take 3d8 cold damage (Fort for half), and if the save is failed they are paralyzed and unconscious but don't need to eat or breathe. The ice has 20 hp; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. A creature can only be targeted by his hex 1/day.

Symbiosis At 1st level a synergist gains the ability to meld or unmeld with her familiar as a standard action. While melded its body becomes part of the synergist’s and can’t be targeted or affected by any means. The symbiosis gives the synergist some basic physical features of the familiar and grants additional powers.

At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV, including all natural attacks. For Everon, his Cassisian Angel familiar grants him: flight 120 feet (good maneuverability), darkvision 90 feet, low-light vision, breath weapon, truespeech, and resistance 20 to acid/cold/electricity/fire.

This ability replaces the hexes gained at 1st, 8th, and 14th level.

Spells:

------------------------------
SPELLS
------------------------------
Spells marked with an asterisk* are necromancy spells and are at +2 DC

+6 to overcome SR

0th (at will | all known | DC 19)
Detect Magic
Light
Message
Read Magic

1st (7/day | DC 20)
Doom*
Ill Omen (prepared x4)
Air Bubble (prepared)
Celestial Healing (prepared)
Delay Disease
Enlarge Person
Mage Armor
Obscuring Mist
Unseen Servant
Identify (prepared)

2nd (6/day | DC 21)
Anticipate Peril
Boneshaker* (prepared)
Defending Bone*
Glitterdust (prepared)
Ironskin (prepared)
See Invisibility (prepared)
Spectral Hand* (prepared x2)

3rd (6/day | DC 22)
Helping Hand
Bestow Curse* (prepared x2)
Marionette Possession* (prepared)
Remove Curse (prepared x2)
Waves of Blood (prepared)

4th (6/day | DC 23)
Blessing of Fervor
Deathless*
Dimension Door (prepared x2)
Enervation* (prepared)
Greater False Life* (prepared) (cast every morning)
Fear* (prepared)
Wall of Blindness/Deafness* (prepared)

5th (6/day | DC 24)
Greater Forbid Action
Damnation Stride
Magic Jar* (prepared)
Major Curse* (prepared x2)
Suffocation* (prepared)
Teleport (prepared)
Wracking Ray* (prepared)

6th (4/day | DC 25)
Contingency
Banshee Blast* (prepared)
Greater Dispel Magic (prepared x2)
True Seeing (prepared)
Wither Limb*

7th (3/day | DC 26)
Jolting Portent
Greater Bestow Curse* (prepared x2)
Harm*
Heal
Plane Shift
Greater Teleport
Umbral Strike*
Waves of Exhaustion* (prepared)

8th (2/day | DC 27)
Clone*
Destruction* (prepared)
Horrid Wilting* (prepared)
Nine Lives
Resurrection

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 9 lb.

Money 75 GP 0 SP 0 CP
Headband of Vast Intelligence +6 (36000gp) (1 lb.)
Belt of Physical Might (Dex/Con) +2 (10000gp) (5 lb.)
Cackling Hag's Blouse (6000gp) (2 lb.)
Fortunate Charm (3000gp) (worn out of combat)
Hexing Runes (Ice Tomb) (8000gp) (worn in combat)
Cloak of Resistance +5 (25000gp) (1 lb.)
Flawed Pale Orange Rhomboid (12000gp)
Cracked Dusty Rose Prism (500gp)

Handy Haversack (2000gp) (5 lb.)
- Lesser Quicken Metamagic Rod (35000gp) (5 lb.)
- Lesser Extend Metamagic Rod x2 (6000gp) (10 lb.)

Gloves of Storing (10000gp)
- Greater Persistent Metamagic Rod (73000gp) (5 lb.)

Expensive Focus Components
Ivory Statue for Contingency (1500gp)
Lab Equipment for Clone (500gp)
Crystal for Magic Jar (100gp)

Alchemical Reagents (to fuel spells)
Salt (10gp per cast, increases caster level by 1) x20
Void Shard (250gp per cast, target takes a -2 on their save) x2

Expenses
Learned Spells
Clone (320gp)
Nine Lives (320gp)
Resurrection (320gp)
Plane Shift (245gp)
Greater Teleport (245gp)
Heal (245gp)
Teleport (125gp)
Damnation Stride (125gp)
Dimension Door (80gp)
Deathless (80gp)
See Invisibility (20gp)

Misc
Permanent Arcane Sight (7500gp)
Lab Supplies for Clone (1000gp)

Background:
Everon Mitharian is an old elf, hailing from Kyonin over two centuries ago. His story began without fanfare; he had no dreams of adventure or excitement, but was content to stay among his brethren in their lofty trees, adding to their arcane research and knowledge with his own studies. He was a scholar, content to help push forward the progress of his race.

However his nephew's aspirations changed all that. Tiasar, last living descendent of the Soseshtian line, had aspirations that would make the mightiest adventurers tremble. He was but a fledgling mage, young and ignorant to many truths of the world, but he set out to gather power to fell the mighty Treerazer. He saw it as a duty for his bloodline, and searched for the power to topple such a daunting foe.

Tiasar attracted the wrong kind of attention. Everon knew a power-hungry mage had dozens of pitfalls they needed to avoid; lichdom, deals with demons or devils, worm that walks...the list goes on. He was never close to his nephew, but he was close to his brother whom he had come from, so from afar Everon did everything he could to keep Tiasar on the right path. Most of this was making sure the knowledge he gained access to would not lead him to any dangerous areas of research, but he also had to fend off the many outsiders vying for a bargaining proposal. For the latter he needed...help.

And so he made contact and struck his own deal with an outsider. Zaphiel, a solar angel, answered his call. Everon had no aspirations for power, but through centuries of research he had become an arcane caster whose power towered over others. With the right...adjustment, he would be a powerful force indeed. So Zaphiel made a deal with Everon: if he were to subject the rest of his existence in the service of the heavens, becoming a chess piece that could move freely about the material plane without upsetting other outsiders, Zaphiel would protect Tiasar from any other sort of extraplanar interference. Everon agreed. He indeed serves a good cause and does a great deal of good work for the world, but he is a slave nonetheless.

Appearance and Personality:
Everon has an average build for an elf, tall and lithe. His silver hair has streaks of grey through it, and his faint face lines betray his age. He has dark green eyes, and his face is somewhat sunken in, as if he never quite gets enough sleep. He is almost always seen with a golden winged helmet.

Everon is not a naturally selfless or righteous man, like his actions might make him seem. Although he has no distaste for the end of evil foes, nor does he revel in the bloodshed or the violent thrill of combat. He has a beaten resolve about him, continuing forward endlessly, but more out of resignation than anything else.

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FAMILIAR
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Statistics:
Male Angel Familiar (Synergist) 15
NG Small Outsider (angel, extraplanar, good)
Init +0; Senses Perception +18; darkvision 60 ft., low-light vision, detect evil
Aura lesser protective aura
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DEFENSE
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AC 22, touch 11, flat-footed 22 (+11 natural, +1 size) (+2 vs evil)
hp 53
Fort +6, Ref +5, Will +11 (+2 vs evil)
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 20
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OFFENSE
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Speed fly 60 ft. (perfect)

Melee slam -1 (1d3-4)

Special Attacks breath weapon (15 ft. line, 1d6 cold or 1d6 fire, reflex DC (10 +1/2 level +con) half, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +3)
Constant-detect evil, know direction
1/day-aid, daylight
1/week-commune (six questions, CL 12th)
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STATISTICS
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Str 3, Dex 11, Con 12, Int 13, Wis 11, Cha 1-
Base Atk +7/+2; CMB +2; CMD 12 (can't be tripped)
Feats Iron Will
Skills (as masters)
ACP -0
(2) Diplomacy +2
(15) Fly* +22
(15) Knowledge (arcana) +16
(15) Knowledge (dungeoneering) +16
(5) Knowledge (engineering) +6
(5) Knowledge (geography) +6
(15) Knowledge (history) +6
(15) Knowledge (local) +6
(15) Knowledge (nature) +16
(5) Knowledge (nobility) +6
(15) Knowledge (planes) +16
(15) Knowledge (religion) +16
(15) Perception +18
(1) Sense Motive +4
(15) Spellcraft +16
(1) Stealth +8
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Knowledge (arcana) (trait)
+1 Knowledge (history) (trait)
Languages Celestial, Draconic, Infernal, Truespeech
SQ change shape (small human-like angel, dove), perfect memory, improved evasion

Special Abilities:

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SPECIAL ABILITIES
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Perfect Memory Cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.

Lesser Protective Aura This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on saves against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature. As soon as an evil creature strikes the cassisian or the cassisian fails a save against an evil source, the aura fades away. The cassisian can reactivate it by spending 1 minute concentrating.

Alertness While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link The master has an empathic link with her familiar to a 1 mile distance. Only general emotions can be shared.

Improved Evasion 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.

Share Spells The witch may cast a spell with a target of “You” on her familiar.

Store Spells A witch’s familiar stores all of the spells that the witch knows.

Deliver Touch Spells A witch's familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Speak with Master A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spell Resistance A familiar gains spell resistance equal to the master’s level + 5.

Scry on Familiar A witch may scry on her familiar (as if casting the scrying spell) once per day.