Horlith the Motherless's page

137 posts. Organized Play character for Arthur Severance.

Full Name

Horlith the Motherless-dead


Qlippoth-spawn Tiefling


Sorcerer 2 (HP 16/16; AC 9 / T 9 / FF 9; F +3, R -1, W +6; perception +10)







Special Abilities

Darkvision 60', Fiendish Sprinter (+10' speed on charge, withdraw, run)


True Neutral






Common, Abyssal



Strength 9
Dexterity 9
Constitution 16
Intelligence 10
Wisdom 20
Charisma 7

About Horlith the Motherless


Horlith the Motherless is a worm-like monstrosity with purple folds of blubber, a useless, twitching tail, a slimy tongue, and bulging, watery eyes. He is the spawn of a Varisian sorceress from Magnimar who fulfilled a pact she made for power by mating with a qlippoth.

Rejected from the moment of his birth by his mother, who took her own life when she first looke upon him, Horlith has an inherent distrust and dislike of all humanoids. He assumes every promise will be broken, every "fact" is a lie, every "deal" is a trick, and every "ally" is an enemy waiting for an opportunity. Along the way, he has developed an extraordinary ability to read people.

Horlith has used that ability and his innate powers of mind control and distraction to dominate those around him and to punish those who underestimate him.

Horlith is self-centered, demanding, dismissive, and blunt. Unusual even for a tiefling, he came to the attention of the Chelaxians early on and often took assignments distracting guards, bureaucrats, and vendors while Chelaxian agents sneaked past, examined papers, or stole wares.

Eventually Horlith was invited to Egorian, where he developed and expanded the abilities granted by his crossed bloodlines. He has just recently returned to Magnimar and joined the Pathfinder Society at the suggestion of his associates in Egorian. He has agreed to do so as he sees it as an opportunity to increase his power and to accumulate some wealth.


Horlith the Motherless
Male Qlippoth-Spawn Tiefling Sorcerer (Crossblooded, Wildblooded) 2
N Medium Outsider (native)
Init -1; Senses darkvision; Perception +10
XP (Standard Advancement):3
Prestige Points: 0
Fame: 4

AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 16 (2d6+6)
Fort +3, Ref -1, Will +6
Resist cold 5, electricity 5, fire 5

Speed 30 ft.

Bite (Maw) +0 (1d6-1/x2)

Spell-Like Abilities
Lullaby (8/day)

Sorcerer (Crossblooded, Wildblooded) (CL 2):
1 (6/day) Sleep (DC 17)
0 (at will) Daze (DC 16), Mage Hand, Detect Magic, Message

Str 9, Dex 9, Con 16, Int 10, Wis 20, Cha 7

Base Atk +1; CMB +0; CMD 9

Feats Eschew Materials, Spell Focus (Enchantment)

Traits Fiendish Presence (Sense Motive), Underbridge Dweller (Magnimar)

Skills Heal +7, Perception +10, Sense Motive +11, Spellcraft +5

Languages Abyssal, Common

SQ fiendish sprinter, mutated bloodlines (empyreal, visionary)

Combat Gear Wand of Cure Light Wounds (10), Wand of Infernal Healing (50), Wand of Mage Armor (10), Wand of Magic Missile (50), Wand of Magic Missile (CL 3) (22), Acid (2), Vermin repellent

Other Gear Bandolier (7 @ 2 lbs), Earplugs, Smoked goggles, Swarmsuit, Wrist sheath, spring loaded (ea 1 @ 0 lbs) (2)

GP: 218

Special Abilities
Damage Resistance Cold (5), Electricity (5), Fire (5)

Darkvision (60 feet)

Earplugs +2 save vs. hearing effects, -5 hearing-based Perception

Empyreal Bloodline Your heavenly power derives from insight rather than force of personality (Associated Bloodline = Celestial)
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic.

Eschew Materials Cast spells w/o materials, if component cost is <= 1 gp

Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.

Lullaby (8/day) (Sp) Lullaby as a spell-like abilty.

Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.

Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.

Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.

Visionary Bloodline Your dream-magic strongly influences the waking world (Associated Bloodline = Dreamspun)
Bloodline Arcana: Though you can still only regain spells once per day, you need only a single hour of sleep prior to doing so.