Xin

Gringo AiN's page

24 posts. Organized Play character for Razfalo.


Full Name

Alek Ionaci

Strength 7
Dexterity 14
Constitution 14
Intelligence 32
Wisdom 11
Charisma 7

About Gringo AiN

Male Human
Divinator 16
Chaotic Neutral
Medium humanoid (human)
Concept

0 lvl spells(4 to choose + 1 DIV)::

Abjuration
Resistance Subject gains +1 on saving throws.
Conjuration
Acid Splash Orb deals 1d3 acid damage REDIED
Drench A sudden downpour soaks a target creature or object
Divination
Detect Magic Detects all spells and magic items within 60 ft. REDIED
Detect Poison Detects poison in one creature or small object. REDIED
Read Magic Read scrolls and spellbooks.
Enchantment
Daze A single humanoid creature with 4 HD or less loses its next action.

Evocation
Breeze Create a light wind that blows against target from direction of your choice.
Dancing Lights Creates torches or other lights.
Flare Dazzles one creature (–1 on attack rolls).
Light Object shines like a torch.
Penumbra Protects creature or object touched from bright light.
Ray of Frost Ray deals 1d3 cold damage.
Scoop Create a scoop of force to pick up or carry liquids.
Spark Ignites flammable objects.
Illusion
Ghost Sound Figment sounds.
Haunted Fey Aspect You surround yourself with disturbing illusions.
Necromancy
Bleed Cause a stabilized creature to resume dying.
Disrupt Undead Deals 1d6 damage to one undead.
Touch of Fatigue Touch attack fatigues target.

Transmutation
Jolt Deal 1d3 electrical damage with a ranged touch attack
Mage Hand 5-pound telekinesis. REDIED
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Open/Close Opens or closes small or light things.
Root Reinforces a subjects defense against being moved or tripped.
Universal
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation Performs minor tricks. REDIED

1 lvl spells(7 to shoose + 1 DIV)::

Ant Haul x3 carrying capasity for 2 hours/lvl

Identify Gives +10 bonus to identify magic items for 3rnds/lvl DIV

Mount Light horse or pony for 2 hours/lvl

Enlarge person 1 min/lvl

Reduce Person1 min/lvl

Crafter's Fortune Subject gains +5 luck on next Craft check.

Snowball 1d6/lvl cold dmg (maximum 5d6) + Fort or Staggered

Burning Hands 15ft cone of fire dealing 1d4/lvl (maximum 5d4)

Comprehend Languages You understand all spoken and written languages for 10 mins/lvl DIV

Heightened Awareness +2 comp. to Perc and Knwld for 10 min/lvl DIV

Protection vs evil

Shield +4 shield AC for 1min/lvl

Mage Armor +4 armor to AC for 4 hrs/lvl

Unseen Servant Invisible force obeys your commands for 1 hr/lvl

Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Grease

Vanish As invisibility for 1 round/level (5 max).

Sure Casting +5 CL vs SR on next spell

Obscuring mist For around you in 20mtrs use with smokesticks

Alarm Wards an area for 2 hours/level.

Mount Light horse or ponu for 2hrs/lvl (40 mph w/o hustle)

Ray of Enfeeblement NECRO

Chill Touch NECRO

Disguise self

2 lvl spells(7 to shoose + 1 DIV)::

Blood Transcription Learn spell through blood

Protection vs evil, communal 1 min/lvl divided among touched for 1 min each

Hideous Laughter ENCH

Touch of Idiocy ENCH

Invisibility Invisibility for 1 min/lvl

Mirror Image 1d4 images plus one image per three caster levels (maximum 8)

Calm emotions Calms creatures, negating emotion effects(rage, courage, etc.)

See Invisibility Reveals invisible/ethereal creatures or objects for 10min/lvl DIV

Glitterdust Blinds creatures, outlines invisible creatures.

blindness/deafness

Acid Arrow 2d4 acid dmg + 2d4 subsquent rnds/3 lvls

Visualization of The Mind You enhance a single aspect of your mind, nurturing and empowering it.

3 lvl spells(7 to shoose + 1 DIV)::

Heart of the Metal You lend the nature of adamantine, cold iron, or silver depending on which component you used

Resist energy comm 36 resist for 10 mins/lvl divided

Water Breathing 2 hrs/lvl divided among creatures touched

Displacement Attacks miss subject 50% of the time.

Shrink Item[url] Object shrinks to one-sixteenth size.

[url=https://www.d20pfsrd.com/magic/all-spells/f/fly]Fly Subject flies at speed of 60 ft for 1 min/lvl

Haste One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Slow One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls

Dispel Magic Cancels one magical spell or effect.

Invisibility Sphere Makes everyone within 10 ft. invisible for 1 min/lvl

Magic Circle against Evil As protection vs evil, but 10-ft. radius and 10 min./level.

Blood Biography DIV

Displacement Attacks miss subject 50% of the time for 1 rnd/lvl

Heroism ENCH Gives +2 bonus on attack rolls, saves, skill checks.

Hold Person ENCH

Command Undead NECRO

False Lifed NECRO 1d10 + 1/lvl (max 10) temp hp for 1 hr/lvl

Gentle Repose Preserves body from rottingq

4 lvl spells(6 to shoose + 1 DIV)::

Dimensional Anchor Bars extradimensional movement.

Emergency Force Sphere as immediate save!! for 1 rnd/lvl

Remove Curse Frees object or person from curse.

Dimension Door tp you & up to 1/3 lvls willing same size creatures to 400 + 40 ft/lvl

Arcane Eye Invisible floating eye moves 30 ft./round.

Scrying Spies on subject from a distance. DIV

Detect Scrying Alerts you to magical eavesdropping. DIV

Greater Magic Aura

5 lvl spels(4 to choose + 1 DIV):

Permanency Makes certain spells permanent.

Telepathic Bond Link lets allies communicate.

Overland Flight 1hr/lvl

Contact Other Plane Lets you ask question of extraplanar entity.

Break Enchantment Frees subjects from enchantments, transmutations, and curses.

Secret Chest Hides expensive chest on Ethereal Plane; you retrieve it at will.

[ur=http://www.d20pfsrd.com/magic/all-spells/t/teleport]Teleport[/url] Instantly transports you as far as 100 miles per level.

6 lvl spells (6 to choose + 1 DIV):

Legend Lore Lets you learn tales about a person, place, or thing. DIV

lesser planar binding Traps extraplanar creature of 6 HD or less until it performs a task.

Stone to flesh

Antimagic Field Negates magic within 10 ft. from caster

Greater Dispel Area dispel or 4 spells at target

Contingency Sets trigger condition for another spell. Only 1/3CL lvl of spell

True Seeing Lets you see all things as they really are. DIV

Create Undead Raises ghouls, ghasts, mummies, or mohrgs from physical remains.

Veil Mega disguise for 1h/lvl

7 lvl spells (5 to choose + 1 DIV):

8 lvl spells (3 to choose + 1 DIV):

9 lvl spells (2 to choose + 1 DIV):

Alch. material components:

Abjuration +2 CL
Resist energy +6 resist
Transmutation +1 Cl for SR, duration
Divination +1 CL for all
{light} and teleportation +1 CL for range
Necromancy +1 CL
DC of illusions +1
+2 for counterspell
Black Tentacles reroll grapple for2 targets

Prescience: 14
Foretell: 16

Init +18 | Senses Darkvision, See invisibility, Arcane Sight, imp with true seeing, SR 20, overland flying echolocation, mind blank, detect scrying, FL, HA, telepathic bond, foresight, contingency, entropic shield
_ _ _ _ _ _ _ _ _ _
Defence
_ _ _ _ _ _ _ _ _ _
AC
19 | Flat-footed -| Touch 14 (+2 dex, +5 armor, +2 insight, +2 deflection +4 shield)
HP 118 (17d6+ 17 + 17 +34)
Fort +16 (5) | Ref +16 (5) | Will +16 (10)
+1 vs spells
+1 vs illusions

_ _ _ _ _ _ _ _ _ _
Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+8; CMB 6; CMD 18

Speed 30 ft / 6 sq

Ranged -

Skills:
* - class skills, only trained
Ranks (2 + 1(human) + int) x15
195

Concentration// Int 15 + 10 = 25

Acrobatics//Dex = 2
Appraise*//Int 15 + 3 + 10 + 1(guidance) + 10 (identify)= 49
Bluff//Int = 15 + 3 + 9 = 27
Climb//Str = -2
Craft(calligraphy)*//Int = 10 + 3 + 10 + 1(trait) + 2(fam.'s aid) + 4(tools) = 30
Diplomacy//Int = 15 + 3 + 10 + 2(trait) + 2(feat) + 5(комп. шмот) = 37
Disable device//Dex = 0
Disguise//Cha = -2
Escape artist//Dex = 2
Fly*//Dex = 10 + 3 + 2 = 15
Handle animal//Cha = -2
Heal//Wis = 0
Intimidate*//Cha = -2 + 2 = 0
Knwldg(arcana)*//Int = 15 + 3 + 10 + 2(fam's aid) = 30 + 2(HA)
Knwldg(monster lore x5)*//Int = 1 + 3 + 10 + 2(fam's aid) = 16 + 2(HA)
Knwldg(other x4)*//Int = 10 + 3 + 10 + 2(fam's aid) = 25 + 2(HA)
Perception//Wis = 15 + 3 + 0 + 1(trait) + 5(comp eyes) + 2(aid) = 26
Perform//Cha = -2
Prfssn(merchant)*//Wis = 15 + 3 + 0 + 2(ion) = 20
Sense motive//Wis = 0
Ride//Dex = 2
Sleight of Hand//Dex = 0
Spellcraft*//Int 15 + 3 + 10 + 2(fam's aid) + 5(сomp) = 35
Stealth//Dex = 10 + 0 + 2 =12
Survival//Wis = 0
Swim//Str = -2
Use magic device//Int 15 + 3 + 10 = 28

[spoiler=Languages]Common, Varisian, Infernal, Abysall, Celestial, Sylvan

Traits:

pragmatoc activator n(magic): int umd

Student of Philosophy (social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Illuminator (religion): You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Pattern Seeker (campaign): You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects

Class stuff and Feats (respectively):

Weapon and Armor Proficiency:
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Scribe scroll

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Persuasive (campaign): You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Great Fortitude (campaign): You get a +2 bonus on all Fortitude saving throws.

Additional traits (human) 2 more traits

Improved Initiative (1st lvl): +4 Init.

???? (3d lvl):[/url]

??? (5th lvl) .

??? (5th lvl bonus wiz):

Improved Familiar (7th lvl):[/url]

Opposition Research (9th lvl): Unlocked necromancy

Fast study(10th lvl)

Toughness (campaign bonus)

Steward of the Great Beyond(11th lvl): Whenever a creature attempts to use a teleportation effect or summona creature within 30 feet of you, you may attempt to block the effect. Make an opposed caster level check (1d20 +caster level) as an immediate action. If the check succeeds, the spell or effect fails and is wasted; otherwise, it is unaffected. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th.

??? (13 lvl):

True name (15 lvl): Your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 12 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.
If the creature is within 100 feet, as a move action, you may punish it by deliberately mispronouncing its name, wracking its very essence and giving it the sickened and staggered conditions for 1 round (even if the creature is normally immune to these conditions). You cannot use true name in an area of silence, but the creature does not have to be able to hear you for it to be harmed by the ability.
It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

Special Abilities:

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Runeward tattoos x8: Always know when any spell is cast (or SP is used) in 60 feet range

Arcane Magic:

Equipment:

Combat Gear
Armor
Shoulders Cloak of resistance +3, 1 lbs / Тату(прорицание)
Belt / Тату(эвокация)
Neck Amulet of natural armor +1 / Тату(некромантия)
Ring 1 Ring of Sustenance / Тату(абджура)
Feet / Тату(конджура)
Head / Тату(трансмутация)
Headband Headband of vast intelligence +6, 1 lbs
Eyes Eyes of Eagle / Deathwatch eyes (scorp)
Chest / Tattoo, Runeward - enchantment
Body /
Wrists наручи аля Amulet, Armillary Алеку / Тату клубящегося дыма
Hands / Тату(иллюзия)
Ring 2 ring of wizardy x2

Lesser Extend Rod
Lesser maximize rod
Pearl of power (1st lvl)
Pearl of power (2nd lvl) recall used spell
Wand of lightning bolt hz charges
Wand of Monkey Fish 17 charges left
pot of csw x4
scroll of vision
Wand of detect secret doors 14
Wand of reduce person 40
Wand of enlarge 48
Wand of crafter's fortune 37

Other Gear
Handy haversack, 5 lbs
Blessed book
Chest + its replica for Secret Chest
Cracked Magenta Prism Ioun x2 (+2 compet to skill)
Tools, Amazing Tools of Manufacture(tailoring)
Tools, Amazing Tools of Manufacture(jewelry)
Tools, Amazing Tools of Manufacture(calligraphy)
Eyes of Eagle
Pink and Green Sphere (Ioun Stone) +2 Cha (Joru)
page of spell knowledge (dispel magic) (Joru)

Money
0 gp

Carrying capasity, lbs
?
Light load: < ?
Medium Load: 39 - 76
Heavy Load: 77- 115

Valet Familiar - Scorpion:

Familiars

Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2

N Tiny vermin
Init Master's | Perc ?| Darkvision 60
_ _ _ _ _ _ _ _ _ _
Defence
_ _ _ _ _ _ _ _ _ _
AC
22 | Flat-footed 19 | Touch 15 (+3 dex, +7 natural, +2 size)
HP 22 (7 HD)
Fort +2 | Ref +5 | Will +5
base master's 2 2 5
Immune mind-affecting effects

_ _ _ _ _ _ _ _ _ _
Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+3; CMB +4; CMD 10 (22 vs. trip)
Speed 30 ft.

Melee sting +5 (1d2–4 plus poison)

Skills] * - class skills, only trained
Acrobatics//Dex = 3
Appraise*//Int -1
Bluff//Cha = -2
Climb//Dex = 7
Craft(calligraphy)*//Int = 7 + 3 - 1 = 9
Diplomacy//Cha = -
Disable device//Dex = 0
Disguise//Cha = -
Escape artist//Dex = 3
Fly*//Dex = 3
Handle animal//Cha = -2
Heal//Wis = 0
Intimidate*//Cha = -
Knwldg (Arcana)* = 7 + 3 - 1 = 9
Knwldg(monster lore x5)*// 0
Knwldg(other x4)*//Int
Linguistics*//Int = 0
Perception//Wis = 7 + 3 + 0 + 4 (race) = 14
Perform*//Cha = -
Prfssn*//Wis = 0
Sense motive//Wis = 0
Ride//Dex = 3
Sleight of Hand//Dex = 0
Spellcraft*//Int 7 + 3 - 1 = 9
Stealth//Dex = 3
Survival//Wis = 0
Swim//Str = -2
Use magic device//Cha 0

Able Assistant (Ex): A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
This ability replaces Alertness.

Improved Evasion (Ex): 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 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).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Prestidigitation (Sp): A valet can use prestidigitation once per hour.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
This ability modifies deliver touch spells.

Speak with Master (Ex): If the master is 5th level or higher, 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.

Deliver Aid (Ex): At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
This ability replaces speak with animals of its kind.

Aide to All (Ex)

At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks.

This ability replaces scry on familiar.

Joru:

Couatl
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; Perception +23

DEFENSE
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 126 (12d10+60)
Fort +9, Ref +13, Will +14

OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee bite +16 (1d8+7 plus grab and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d8+7)
Spell-Like Abilities (CL 9th)
Constant—detect chaos, detect evil, detect good, detect law
At will—detect thoughts (DC 15), ethereal jaunt (CL 16th), invisibility, plane shift (DC 20)

Spells Known (CL 9th)
4th (5/day)—charm monster (DC 17), freedom of movement
3rd (7/day)—gaseous form, magic circle against evil, summon monster III, dispel magic (page of sp. kn.)
2nd (7/day)—cure moderate wounds, eagle’s splendor, scorching ray, silence (DC 15)
1st (7/day)—endure elements, mage armor, obscuring mist, protection from chaos, true strike
0 (at will)—daze, disrupt undead, light, ray of frost, read magic, resistance, stabilize

STATISTICS

Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 19(17)
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (can’t be tripped)
Feats Alertness, Dodge, Empower Spell, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18
Languages Celestial, Common, Draconic; telepathy 100 ft.

SPECIAL ABILITIES
Spells
A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.

Poison (Ex)
Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.