Thedan

Farak, the Most Powerful Mage's page

74 posts. Alias of Pirate Rob.


About Farak, the Most Powerful Mage

Farak
Male human oracle (dual-cursed oracle) 1/paladin (divine hunter) 3/pathfinder delver 10/pathfinder field agent (Pathfinder Player Companion: Pathfinder Society Primer, Pathfinder RPG Advanced Player's Guide 42, 135, 145, Pathfinder RPG Adventurer's Guide, Pathfinder RPG Ultimate Combat 62, Pathfinder RPG Ultimate Magic 58, Pathfinder Unchained 20)
LG Medium humanoid (human)
Init +11; Senses darkvision 60 ft.; Perception +31
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Defense
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AC 29, touch 22, flat-footed 26 (+7 armor, +3 Dex, +9 untyped bonus)
hp 162 (17 HD; 1d6+13d8+3d10+68)
Fort +26, Ref +27, Will +28; +2 morale bonus vs. transmutation spells
Defensive Abilities fortification 25%, thrilling escape, trap sense +3; DR 2/—; Immune disease; Resist fortunate soul, left for dead
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Offense
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Speed 30 ft. (20 ft. in armor); surefooted
Melee mwk net +13/+8 (entangle) or
. . spiked gauntlet +12/+7 (1d4-1)
Ranged +1 human-bane cruel domineering repeating heavy crossbow +14/+9 (1d10+1/19-20 plus 2d6 vs. Human)
Special Attacks beguiling voice, guardbreaker, smite evil 3/day (+12 attack and AC, +7 damage), sneak attack (unchained) +1d6
Paladin Spell-Like Abilities (CL 3rd; concentration +15)
. . At will—detect evil
Pathfinder Delver Spell-Like Abilities (CL 10th; concentration +22)
. . 1/day—true seeing
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +13)
. . 1st (6/day)—cure light wounds, liberating command[UC], remove fear
. . 0 (at will)—mending, read magic, sign of the dawnflower, stabilize
. . Mystery Nature
Diviner Spells Prepared (CL 1st; concentration +4)
. . 1st—feather fall, true strike, true strike
. . 0 (at will)—detect poison, open/close (DC 13), prestidigitation
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 8, Dex 14, Con 18, Int 16, Wis 12, Cha 34
Base Atk +10; CMB +9; CMD 40
Feats Dazzling Display, Eldritch Heritage[UM], Extra Revelation[APG], Greater Eldritch Heritage[UM], Improved Eldritch Heritage[UM], Master Craftsman, Persuasive, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Disable Device), Skill Focus (Intimidate), Skill Focus (Perform [oratory]), Spell Focus (conjuration), Weapon Finesse, Weapon Focus (repeating heavy crossbow)
Traits adopted, brute (taldor), reactionary
Skills Acrobatics +19 (+15 to jump), Appraise +7, Bluff +19, Craft (weapons) +17, Diplomacy +23, Disable Device +34, Disguise +19, Escape Artist +25, Handle Animal +19, Intimidate +49, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +7, Perception +31, Perform (oratory) +18, Ride +3, Sleight of Hand +3, Spellcraft +7, Stealth +3, Survival +5 (+7 to avoid becoming lost), Swim +0, Use Magic Device +35; Racial Modifiers resourceful disabler
Languages Abyssal, Ancient Osiriani, Common, Infernal, Orc, Thassilonian, Vudrani
SQ arcane bond (+1 human-bane cruel domineering repeating heavy crossbow), bardic knowledge +5, forewarned, frightening, inspire, lay on hands 13/day (1d6), master explorer, mercy (sickened), nick of time, oracle's curses (clouded vision, legalistic), pathfinder training (rogue talent), perfect voice, prescience (6/day), revelations (misfortune[UM], nature's whispers), rogue talent (weapon training), shared precision, true seeing, vow to self, wayfinder upgrade, wayfinder upgrade (daylight)
Combat Gear staff of journeys[APG]; Other Gear +1 light fortification ghost touch glamered adamantine breastplate, +1 arrow deflection buckler, +1 human-bane cruel domineering repeating heavy crossbow, mwk net, spiked gauntlet, belt of physical might +4 (Dex, Con), circlet of persuasion, cracked dusty rose prism ioun stone, cracked opalescent white pyramid ioun stone, cracked opalescent white pyramid ioun stone, cracked pink and green sphere ioun stone, daredevil boots[ARG], emerald ellipsoid ioun stone, eyes of the eagle, glove of storing, headband of alluring charisma +6, muleback cords[APG], ring of evasion, scarlet and blue sphere ioun stone (escape artist), silver smite bracelet[APG], vest of escape, wayfinder[ISWG], masterwork tool, 150 gp
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Special Abilities
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Arcane Bond (+1 human-bane cruel domineering repeating heavy crossbow) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Beguiling Voice (15/day) (Ex) At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do
Clouded Vision You cannot see beyond 60 ft
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Repeating heavy crossbow) Intimidate check to demoralize can affect those within 30' who see you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Fortification 25% You have a chance to negate critical hits on attacks.
Fortunate Soul (2/day) (Su) Reroll any save before know results, must use second roll.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Guardbreaker (Ex) Trap sense is favored enemy bon vs. construct/ooze/undead. Stacks with other fav enemies.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immunity to Disease You are immune to diseases.
Inspire (2/day) (Sp) At 15th level, your artistic magic can inspire your allies to great accomplishments. You can use greater heroism as a spell-like ability. You can use this ability once per day at 15th level, twice per day at 17th level, and three times per day
Lay on Hands (1d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Left for Dead (1/day) (Su) If would die by att/saveable effect, is -1 & stable. Wakes 1 min later.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Maestro The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a l
Master Craftsman (Craft [weapons]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Master Explorer +5 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Nick of Time (1/day) (Ex) As an imm action, perform any action that normally requires a standard action.
Perfect Voice (Su) Understand and be understood in any sound-based communication form.
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.
Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resourceful Disabler (Ex) No penalty for lacking tools when Disable Device.
Rogue Talent The Pathfinder field agent can select any rogue talent for which she qualifies.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (3/day) (Su) +12 to hit, +7 to damage, +12 deflection bonus to AC when used.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Surefooted (Ex) Move through difficult terrain at full speed.
Thrilling Escape (3/day) (Ex) Imm, make disable chk vs. trap just triggered to delay activation 1 rd.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
True Seeing (Sp) Cast true seeing as a spell like ability. CL is Delver level.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
Wayfinder Upgrade (Wayfinder [1 @ 0 lbs]) The chosen wayfinder grants extra abilities when equipped.