Talgoren

Derric the Advisor's page

46 posts. Alias of Berenzen.


Full Name

Derric

Race

Human

Classes/Levels

Sorcerer 20; 202/202 HP; AC 31, Touch 15, Flat 26, SR 24; Init +13, Perc +0; F +16 R+16 W+17

Gender

Male

Size

Medium

Age

27

Alignment

Lawful Neutral

Languages

See Text

Strength 7
Dexterity 20
Constitution 20
Intelligence 18
Wisdom 10
Charisma 36

About Derric the Advisor

DERRIC THE ADVISOR CR 19
Male Human (Azlanti) Sorcerer 20
LN Medium Humanoid (Human)
Init +13; Senses Perception +0

DEFENSE:

AC 31, touch 15, flat-footed 26. . (+6 armor, +5 shield, +5 Dex, +5 natural)
hp 202 (20d6+120)
Fort +16, Ref +16, Will +17
SR 24

OFFENSE:

Spd 30 ft.
Melee +1 Dueling Mace, Light +9/+4 (1d6-1/20/x2) and
. . Unarmed Strike +8/+3 (1d3-2/20/x2)
vs. SR +23
Spell-Like Abilities Resistance (3/day)
Sorcerer Spells Known (CL 21, +8 melee touch, +15 ranged touch):
9 (8/day) Wish, Mage's Disjunction (DC 35), Prismatic Sphere (DC 35), Time Stop (DC 32)
8 (8/day) Power Word Stun, Moment of Prescience (DC 31), Form of the Dragon III (DC 31), Polymorph Any Object (DC 31), Sunburst (DC 31), Clenched Fist, Maze, Prismatic Wall (DC 34)
7 (8/day) Teleport, Greater, Polymorph, Greater (DC 30), Reverse Gravity, Spell Turning (DC 33), Banishment (DC 33), Project Image (DC 30)
6 (8/day) Circle of Death (DC 29), Sirocco (DC 29), Dispel Magic, Greater, Programmed Image (DC 29), True Seeing (DC 29), Forceful Hand, Flesh to Stone (DC 29)
5 (9/day) Break Enchantment (DC 31), Overland Flight (DC 28), Teleport, Wall of Force, Telekinesis, Magic Jar (DC 28), Wall of Stone (DC 28)
4 (9/day) Black Tentacles, Dimensional Anchor, Wall of Ice (DC 27), Dimension Door, Ice Storm, Enervation, Confusion (DC 27), Arcane Eye
3 (9/day) Haste (DC 26), Fireball (DC 26), Stinking Cloud (DC 26), Magic Circle against Evil (DC 29), Dispel Magic, Shrink Item (DC 26), Slow (DC 26)
2 (9/day) Stone Call, Darkvision (DC 25), Web (DC 25), Glitterdust (DC 25), Invisibility, Levitate, Burning Gaze (DC 25), Create Pit (DC 25)
1 (10/day) Silent Image (DC 24), Identify, Enlarge Person (DC 24), Protection from Evil (DC 27), Grease (DC 24), Feather Fall (DC 24), Mount, Vanish (DC 24)
0 (at will) Acid Splash, Resistance (DC 26), Daze (DC 23), Mage Hand, Open/Close (DC 23), Prestidigitation (DC 23), Read Magic (DC 23), Ghost Sound (DC 23), Detect Magic, Light, Mending, Spark (DC 23)

Expensive Spell components:

Magic Jar: A gem or crystal worth 100 gp (Focus)
Circle of Death: A crushed black pearl worth 500 gp (Focus)
Programmed Image: Fleece and Jade dust worth 25 gp (Material)
True Seeing: An eye ointment that costs 250 gp (Material)
Project Image: A figure of you worth 5 gp (Material)
Wish: Diamond Dust worth 25000 gp (Material)

Have 13360 GP worth of Diamond Dust at the moment.

STATISTICS:

Str 7, Dex 14/20, Con 14/20, Int 12/18, Wis 10, Cha 30/36
Base Atk +10; CMB +8; CMD 23 (25 vs. Disarm, 25 vs. Feint)
Feats Combat Casting, Craft Wondrous Item, Dazing Spell, Eschew Materials, Heighten Spell, Improved Familiar, Improved Initiative, Leadership (Base Score 33), Persistent Spell, Quicken Spell, Spell Focus: Abjuration, Spell Penetration, Spell Perfection: Fireball, Toughness +20, Varisian Tattoo: Abjuration
Traits Magical Lineage: Fireball, World Traveler: Diplomacy
Skills Bluff +39, Diplomacy +35, Disguise +16, Fly +18, Intimidate +39, Knowledge (Nobility) +27, Knowledge (Planes) +22, Linguistics +24, Spellcraft +22, Use Magic Device +24
Languages Aboleth, Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Kelish, Minatan, Orc, Polyglot, Skald, Sylvan, Terran, Thassilonian, Varisian
SQ Arcane, Arcane Apotheosis (Ex), Arcane Familiar Nearby, Circlet of Persuasion, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (at will) (Ex), Ring of Freedom of Movement, Ring of Spell Turning, Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear +1 Dueling Mace, Light, +4 Mithral Buckler; Other Gear Amulet of Natural Armor +5, Belt of Physical Might, DEX & CON +6, Boots of Teleportation, Circlet of Persuasion, Cloak of Resistance, +5, Glove of Storing (1 @ 0 lbs), Glove of Storing (1 @ 0 lbs), Headband of Mental Prowess, INT & CHA +6: Intimidate, Knowledge (Nobility), Metamagic Rod, Extend, Lesser, Metamagic Rod, Silent, Lesser, Ring of Freedom of Movement, Ring of Spell Turning, Robes of Xin-Shalast (empty), Tome of Leadership and Influence, +5

SPECIAL ABILITIES:

Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Apotheosis (Ex) Expend 3 levels of spell slots to reduce the cost of using a charged magic item by 1 charge.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heighten Spell Increases spell level to effective level desired.
Leadership (Base Score 33) You attract loyal companions and devoted followers.
Leadership (Total Score 37 (+2 Great Renown -2 Familiar +1 Fairness and Generosity +1 Special Power)) You attract loyal companions and devoted followers
Magical Lineage: Fireball A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (at will) (Ex) Apply all metamagic feats without increasing the casting time.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Ring of Spell Turning Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price 98,280 gp.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Abjuration Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spell Perfection: Fireball The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (24) You have Spell Resistance.
Varisian Tattoo: Abjuration Spells from chosen school gain +1 caster level.

Familiar:
VARRIS CR 1
Male Homunculus
LN Tiny Construct
Init +2; Senses Darkvision, Low-Light Vision; Perception +3
--------------------
DEFENSE
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AC 24, touch 14, flat-footed 22. . (+2 Dex, +2 size, +10 natural)
hp 101 (2d10)
Fort +6, Ref +10, Will +13
Immune Construct Traits (+0 HP), ability damage, ability drain, bleeds, energy drain, exhaustion, fatigue, death and necromancy effects, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; SR 25
--------------------
OFFENSE
--------------------
Spd 20 ft., Flight (50 feet, Good)
Melee Bite (Homunculus) +11 (1d4-1/20/x2) and
. . Unarmed Strike +11/+6 (1-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 8, Dex 15, Con -, Int 15, Wis 12, Cha 7
Base Atk +10; CMB +10; CMD 19
Feats Lightning Reflexes
Skills Acrobatics +4, Bluff +18, Diplomacy +18, Fly +23, Intimidate +18, Linguistics +22, Perception +3, Sense Motive +3, Spellcraft +22, Stealth +12, Use Magic Device +8
Languages Celestial, Common, Infernal
SQ Improved Evasion (Ex), Poison: Bite—Injury (DC 13) (Ex), Telepathic Link (1,500') (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Construct Traits (+0 HP) Constructs have many immunities, no Constitution, and a bonus to Hp based on size.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (50 feet, Good) You can fly!
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 13) (Ex) Poison inflicts sleep for 1 minute, 1/minute for 60 minutes.
Spell Resistance (25) You have Spell Resistance.
Telepathic Link (1,500') (Ex) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

BACKGROUND:

Derric was born in a small town, to a hedge wizard and a witch. He grew up with a fairly normal life-style. Well, as normal as one could grow up to a pair of magical persons. Except for one thing, his magical heritage had manifested inside of his blood. Derric found he was incredibly charismatic, usually being the leader of the other boys in the town, taking them on adventures and pulling pranks. However, at some point it all had to come to an end. For Derric's little village, it was not in a peaceful way. While Derric and his motley crew were out in the forest playing, a summoner with an army of demons at his heels raged through the town, slaughtering everyone in their path. Derric and his friends watched from afar as their village burned. Devestated, Derric was driven to near-insanity with grief. Eventually, he headed to Oppara, and applied to the Pathfinder Society, with the eventual goal of taking down the slayer of his family.

As he contracted out with the Pathfinder Society, Derric kept hearing a name- the Master of Whispers. As he started to investigate into this mysterious being, he found that he was opposed by summoners of evil creatures, threatening to tear open the walls of reality between the Abyss and the Material Plane. As he came closer and closer, he started to believe that it was someone affiliated with this Master of Whispers that had destroyed his hometown. Eventually, Derric tracked down one of the Master's lieutenants, a Hand as he called himself, slaying the summoner, Derric was given inklings of the Master's Plan- to tear open a rift between the Abyss and the Material Plane.

Seriously worried about the Master of Whispers, Derric started travelling from country to country, trying to raise awareness of this entity's plans. Each time, however, he was rebuked, as the leaders of the world scoffed at the idea that someone would tear open the walls of reality and let loose a demon horde on Golarion. Each time Derric visited a city, he found one of the Master's higher ranks setting up a summoning circle. Each time, he disrupted the ritual, but Derric knew that time was running out. He had to find the Master of Whispers soon, else the world as he knew it would be destroyed.

Unfortunately, Derric was unable to find much support beyond his friends and preestablished allies. He had managed to attract a small cohort, a group of spellcasters similar in ideals to him, knowing that if someone really did raise an army of demons, the world would be in deep trouble. Eventually, it happened. The Master's Hands led an army of summoned demons in order to try and stop Derric from preventing any more of their plans. Besieged in the city of Almas, Derric was able to divine that the Master had not yet discovered a way to bore a tunnel between the planes. With the help of the Andoran army, Derric managed to kill the Master's Hands and banish the summoned demons, breaking the siege. Before the last hand died, Derric was able to get the location of the Master's Sanctuary, which was located in the Aspodell Mountains, right near the border of Andoran. Leading his allies and his cohort to the mountains, Derric risked the accusation of a border violation with Cheliax to head to the Master's Tower.

After a long trek, Derric and company managed to track down and infiltrate the tower, as much as a small army can infiltrate a place anyway. Fighting their way through the Master's followers and their summoned creatures, Derric started to feel reality warp as the barrier between the two worlds thinned. Demons started to step through the barrier, opposing the group from stopping the Master's ritual. After reaching the top floor of the tower, Derric and his friends encountered the Master's elite guard right outside their sanctuary. Consisting of a pair of Mariliths and their handlers, it proved to be an incredibly tough fight. Near the end of the fight, one of the Mariliths got a lucky hit on Maron, on of Derric's childhood friends. Devestated, he banished the Marilith that killed his friend, and then killed it's handler. Mourning his friend, he placed him in an alcove, away from any impeding traffic. Once he put his friend to rest, he walked into the Master's Sanctum, with great resolve to destroy this Master.

Stepping into the Master's Sanctum, Derric faced off with him. In an arcane duel for the ages, Derric fought against the archmage, eventually defeating him. In his last action before he was defeated, the Master finished his ritual, opening a portal to the Abyss. Terrified, Derric hurried over, putting a dimensional anchor on the man, Derric's allies fought off the invading demons rushing out of the portal. In a flash of inspiration, Derric walked inside of the portal, bringing the spent Master with him. At the halfway point of the tunnel, Derric anchored the Master, then spent an incredible amount of energy travelling back to the Material Plane. With his arcane cohort, they managed to reverse the ritual, closing the portal between the two planes. Relieved and saddened, as this war with the Master had taken many of the people he called friends, Derric collapsed, exhausted. When he woke, he found himself in Master's old Sanctum, however, many of the evil arcane rituals had been wiped clean. Realizing that he needed a new base of operations for his cohort, he took over the tower, cleaning it out, and using it's library to imprison occult knowledge.

In the couple of years since Derric overthrew the Master, he has done a couple things. Immediately after defeating the Master, Derric went out and started to track down the demons that managed to escape from the tower and started to terrorize the world. Once they were finished, he established the Guardians of the Rift, a group of spellcasters (his cohort) founded to prevent something like what happened with the Master from ever happening again. Aside from that, he now occasionally travels whenever he hears about a summoner or an outsider terrorizing the population. He uses the ruse of an advisor of rulers- a title that he has managed to attain after saving Almas- in order to divert attention.

DESCRIPTION:

Derric is a human male well known by the courts of the world. Standing at a solid six feet tall, his heterochromatic eyes and platinum-blonde hair make him stand out in a crowd. While not incredibly athletic by any means, Derric is fairly handsome and incredibly charismatic.

Some things that people might know

DC 5: Derric was born to a hedge-wizard and a witch, which gave him the inherent ability to cast. While he spends much of his time in the courts, he helps out the lower classes in his travels.

DC 10: Derric is known to be somewhat disdainful of priests and religion, believing that the races of Golarion are hindered in their development by worshipping gods.

DC 15:A couple of years ago, Derric overthrew the Master of Whispers because the man threatened to tear a hole between the Material Plane and the Abyss. Shutting the man down, Derric trapped the man between planes for eternity and sealed the weakening barrier between planes that was forming there.

DC 20: The fact that Derric advises is a facade. He uses the farce in order to track down wizards and sorcerers that try to conjure evil creatures from beyond the planes. While he does advise, his primary goal is to seek and destroy evil creatures and their summoners.

The Guardian's Tower:

The Guardian's Tower
LN Small Town
Corruption -2; Crime -1; Economy +0; Law +2; Lore +4; Society -2
Qualities Academic, Magically Attuned
Danger +0; Disadvantages -
Demographics
Government Magical
Population 891 (400 Humans, 200 Elves, 100 Halflings, 191 others)
Notable NPCs
Head Mistress Marian de l'Assance (LN Female Elven Wizard 9)
Librarian Dorn Lorekeeper (LN Male Azlanti Sorcerer(sage) 8)
Disciplinary Mistress Alanna the Fair (LN Female Azlanti Magus 8)
Marketplace
Base Value 1,200 gp; Purchase Limit 6,000 gp; Spellcasting 8th
Minor Items 3d4; Medium Items 1d6; Major Items -

Spells Per Day Left:

10/9/9/9/9/8/8/8/6