About Dyrant Maynor, the Pre-Sainted
AC: 19 (+5 Dex, +4 MageArmor)
HP: 128/128 + X temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+4 AC/Saves) = Cog/Atol
Healing Touched Today = none
Favor of St. Cuthbert =
Fly: 1 of 16 minutes used
Fly, current iteration: 0 of 10 rounds used
Pearl of Power 1
Metamagic Rod of Extend, Lesser (1/3 used)
Scarab of Protection 3/12 used
Spells and Crap:
Witch Spells Prepared (CL 16th; concentration +25)
. . 8th—fire storm* (DC 29), moment of prescience*, summon monster VIII*
. . 7th—quickened dispel magic*, heal*** (3)
. . 6th—greater dispel magic, quickened fog cloud*, freezing sphere (DC 27), quickened glitterdust (DC 21)
. . 5th—break enchantment, flame strike** (2, DC 26), overland flight*, prying eyes, teleport
. . 4th—death ward*, dimension door* (2), greater false life (2), wall of ice (DC 25)
. . 3rd—dispel magic (2), heroism** (3), sleet storm
. . 2nd—delay poison*, fog cloud, glitterdust (2, DC 21), see invisibility (2)
. . 1st—comprehend languages, mage armor* (2), reduce person (DC 20), shocking grasp, snowball (2, DC 20)
. . 0 (at will)—detect magic, light, mending, read magic
(12 rounds/1round on Will save DC 27) Inflict penalties (-4 to AC, attacks, saves, or skills). Choosing -4 on all its attacks.
Fortune (Su):The witch can grant a creature within 30 feet a bit of good luck for 3 rounds. 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.
Retribution: (9 Rounds vs. DC27 Will) = 1/2 melee damage back at bad guy.
See Treasure Sheet
Full HeroLab Build:
Male human witch 16 (Pathfinder RPG Advanced Player's Guide 65)
LG Medium humanoid (human)
Init +12; Senses Perception +27
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 128 (16d6+62)
Fort +14, Ref +16, Will +17
Defensive Abilities evasion; SR 20
Speed 30 ft.
Melee cold iron dagger +6/+1 (1d4-2/19-20)
Special Attacks hexes (cackle, cauldron, evil eye, flight, fortune, healing, retribution, slumber, ward, witch’s charge)
Witch Spell-Like Abilities (CL 16th; concentration +25)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 16th; concentration +25)
. . 8th—fire storm (DC 29), moment of prescience, summon monster VIII
. . 7th—quickened dispel magic, heal (2), mass hold person (DC 26)
. . 6th—greater dispel magic, quickened fog cloud, freezing sphere (DC 27), quickened glitterdust (DC 21)
. . 5th—break enchantment, flame strike (2, DC 26), prying eyes, teleport (2)
. . 4th—death ward, dimension door (2), greater false life[UM] (2), wall of ice (DC 25)
. . 3rd—dispel magic (2), heroism (3), sleet storm
. . 2nd—delay poison, fog cloud, glitterdust (2, DC 21), see invisibility (2)
. . 1st—comprehend languages, mage armor (2), reduce person (DC 20), shocking grasp, snowball (2, DC 20)
. . 0 (at will)—detect magic, light, mending, read magic
. . Patron Elements
Str 7, Dex 20, Con 16, Int 28, Wis 12, Cha 10
Base Atk +8; CMB +6; CMD 21
Feats Alertness, Arcane Blast[APG], Brew Potion, Extra Hex[APG], Greater Spell Focus (evocation), Improved Familiar, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Split Hex[UM]
Traits child of the temple, reactionary
Skills Acrobatics +22, Appraise +12, Bluff +1, Climb -1, Diplomacy +1, Disguise +1, Escape Artist +22, Fly +12, Heal +6, Intimidate +1, Knowledge (arcana) +26, Knowledge (dungeoneering) +18, Knowledge (geography) +11, Knowledge (history) +20, Knowledge (local) +26, Knowledge (nature) +25, Knowledge (planes) +28, Knowledge (religion) +28, Perception +27, Perform (oratory) +3, Profession (Minister) +10, Ride +6, Sense Motive +22, Spellcraft +29, Stealth +6, Survival +2, Swim +3, Use Magic Device +19
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Infernal, Sylvan, Undercommon
SQ witch's familiar (archon, harbinger named Aralynn Angel)
Combat Gear empower metamagic rod, enlarge metamagic rod (lesser), extend metamagic rod, extend metamagic rod (lesser), pearl of power (1st level), pearl of power (2nd level), potion of magic circle against evil, ring of delayed doom, scarab of protection, scroll of death ward (x2), reduce person (x2), teleport (x2), scroll of dimension door, dimensional anchor, greater dispel magic, invisibility purge, scroll of heroism, identify (x2), invisibility, see invisibility, scroll of plane shift, prismatic spray, sleet storm, spellguard bracers, staff of fire, wand of cure moderate wounds, wand of cure serious wounds (21 charges), wand of magic missile (CL 7th, 25 charges), oil (2); Other Gear cold iron dagger, belt of physical might +4 (Dex, Con), cloak of resistance +5, dweomer's essence (2), eyes of the eagle, glove of storing, handy haversack, headband of vast intelligence +6, ring of evasion, stone of good luck (luckstone), belt pouch, book: saint cuthbert & common sense (worth 2 gp, 1 lb), chalk, ink, black, inkpen, paper (5), scroll case, signal whistle, silver holy symbol of St. Cuthbert, spell component pouch, spell component pouch, waterskin, wooden holy symbol of St. Cuthbert, fancy cuthbertine clerical vestments (worth 150 gp, 5 lb), 6 sp, 4 cp
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
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.
Empower metamagic rod (3/day)
Enlarge metamagic rod (lesser, 3/day)
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Evil Eye -4 (12 rounds, DC 27) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (3/day)
Extend metamagic rod (lesser, 3/day)
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fortune (3 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Retribution (9 rounds, DC 27) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Ring of delayed doom (9 uses) Delay a harmful effect that has a saving throw by 1 minute.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Scarab of protection (12 uses) Absorbs energy drains, death effects, negative energy effects.
Scroll of death ward (x2), reduce person (x2), teleport (x2) Add this item to create a scroll with spells on it.
Scroll of dimension door, dimensional anchor, greater dispel magic, invisibility purge Add this item to create a scroll with spells on it.
Scroll of heroism, identify (x2), invisibility, see invisibility Add this item to create a scroll with spells on it.
Scroll of plane shift, prismatic spray, sleet storm Add this item to create a scroll with spells on it.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (16 rounds, DC 27) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Split Hex A targeted hex can affect two creatures
Wand of cure serious wounds (21 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (CL 7th, 25 charges) Add this item to create a wand of a chosen spell.
Ward +4 (1 at a time) (Su) Ward another, granting +4 to AC and saves until hit or fail a save.
Witch’s Charge (1/day) (Su) When prepare spells, constant status and your touch spells can affect an ally up to 30 ft away.
Female Archon, Harbinger
LN Tiny Outsider (archon, extraplanar, good, lawful)
Init +6; Senses darkvision, low-light vision; Perception +7
AC 24, touch 15, flat-footed 18 (+2 Dex, +2 size, +8 natural, +1 dodge)
Fort +4, Ref +6, Will +10; +4 bonus vs. poison
Defensive Abilities poison resistance +4; DR 5/evil; Immune electricity, petrification
Speed 0 ft., flight (50 feet, perfect)
Melee Blade x3 (Archon, Harbinger) +8/+3 x3 (1d4-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks wrath (1/minute) (dc 12)
Spell-Like Abilities Commune (1/week), Cure Light Wounds (3/day), Dancing Lights (duration: Until dismissed) (At wil, Detect Evil (Constant), Greater Teleport (At will), Protection from Evil (3/day)
Str 6, Dex 15, Con 11, Int 17, Wis 13, Cha 12
Base Atk +5; CMB +5; CMD 14
Feats Dodge, Improved Initiative
Skills Acrobatics +12, Appraise +5, Diplomacy +7, Fly +20, Heal +2, Knowledge (planes) +17, Knowledge (religion) +13, Perception +7, Sense Motive +7, Spellcraft +16, Stealth +16, Survival +4, Swim +1, Use Magic Device +14
Languages Abyssal, Aquan, Auran, Celestial, Draconic, Infernal; truespeech
SQ blades, disassemble, improved evasion
Other Gear You have no money!
Blades (Ex) Natural Blades gain enhancement bonus, strike as magic and good.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into
Flight (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
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 Resistance +4 (Ex) You have the listed resistance to poison.
Truespeech (Su) Speak with any creature that has a language.
Wrath (1/minute) (DC 12) (Su) Deal 2d6 force dam to adjacent foes (Ref half).
Born into a small family in a small village not far from Kingfisher Hollow, Dyrant took a liking to St. Cuthbert at a young age. At the age of 14, he had read and memorized Saint Cuthbert and Common Sense. By age 16, he self-ordained as a minister of St. Cuthbert and began to tend his local community as he had a natural ease for healing and a love of telling others how to lead their lives.
Dyrant ran a semi-successful ministry for many years until a truly ordained young priest was sent to the area. As the new priest was ordained and demonstrated a divine spark (showing that St. Cuthbert worked through him), Dyrant quickly lost his status, his flock, and his dreams.
Determined to win his flock back, Dyrant left to the largest cathedral of St. Cuthbert in the area, seeking ordination and the chance to regain what he had lost. Sadly (and correctly due to the laws of the Church) for Dyrant, he could not demonstrate the divine spark necessary to prove one's connection to St. Cuthbert and they denied his ordination.
Crushed, Dyrant fell into the nearest drinking establishment, looking for a way to end his sorrow.
Personality and Appearance:
Dyrant considers himself neither vain nor self-important but at the same time can come off that way by virtue of his style of speaking and his (often) superior understanding of things. Dyrant is well read and not afraid to share what he knows with his 'flock'.
Dyrant wears the clerical vestments that are typical of a local Cuthbertine priest (white w/red fringe & decoration), a small backpack holds his few meager possessions. A study club, dagger, and light crossbow (for hunting rabbits) are his weapons of choice.
Though Dyrant is an older man (too old for 'adventuring'?), Dyrant maintains a spry active body (from walking/hiking to tend to his flock) that matches well his active mind.