Initiate of Flame

Magor Lavablood's page

214 posts. Organized Play character for Granta.


About Magor Lavablood

Before joining the Pathfinder Society, Magor worked as the foreman of a non-dwarven crew in a dwarven quarry.

Male dwarf oracle 11
N Medium humanoid (dwarf)
Faction Scarab Sages
Init +2; Senses darkvision 60 ft., Perception +5 (deaf), scent
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DEFENSE
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AC 25, touch 12, flat-footed 23 (+8 armor, +4 shield, +2 Dex, +1 natural); +4 dodge vs. giants
hp 89 (11d8+30); savior of the sages, soul warden
Fort +9, Ref +9, Will +13; +3 vs. poison, spells and spell-like abilities; +2 vs. death effects
Immune resist acid 20
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OFFENSE
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Speed 20 ft.
Melee mwk cold iron battleaxe +11/+6 (1d8+2/x3) +1d6 acid
Oracle Spells Known (CL 11th; Concentration +13)
5th (4/day)—break enchantment, mass cure light wounds, summon monster V
4th (6/day)—cure critical wounds, imbue with spell ability, neutralize poison, stoneskin, summon monster IV, wall of stone
3rd (6/day)—cure serious wounds, deeper darkness, meld into stone, remove blindness/deafness, stone shape, summon monster III
2nd (7/day)—align weapon, cure moderate wounds, delay poison, shield other, silence, stone call, summon monster II
1st (7/day)—bless, comprehend languages, cure light wounds, endure elements, hairline fractures, magic stone, shield of faith
0 (at will)—create water, detect magic, detect poison, guidance, mending, read magic, resistance, spark, stabilize
Special Attacks +1 on attack rolls against goblinoid and orc humanoids; mighty pebble (+13, 6d6+5 3/day); shard explosion (6d6, DC 17, 3/day); touch of acid (+10 touch, 1d6+6, 5/day)
Special Abilities Crystal Sight (12/day), Earth Glide (12/day)
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STATISTICS
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Str 14, Dex 14, Con 16, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +12; CMD 24 (28 vs. bull rush & trip)
Feats Augment Summoning, Extra Revelation (earth glide, mighty pebble, steelbreaker skin), Spell Focus (conjuration), Superior Summoning
Skills Acrobatics -3 (+2 to jump), Appraise +6, Climb +1, Diplomacy +6, Heal +6, Intimidate +6, Knowledge (history, planes, religion) +16, Linguistics +9, Profession (mason) +17, Sense Motive +6, Spellcraft +16, Survival +6; Modifiers +3 Knowledge (history, religion) re: Osirion, +2 Knowledge (history) re: dwarves and their enemies; AC Penalty -5
Traits deep guardian, glory of old*
Languages Ancient Osiriani, Common, Dwarven, Aquan, Auran, Ignan, lip reading, Orc, Terran, Thassilonian, Undercommon
SQ acid skin*, oracle's curse (deaf)
Combat Gear +2 chainmail, +2 heavy steel shield, acid (2), alchemist’s fire (2), alkali flask (2), amulet of natural armor +1, antiplague, battleaxe (mwk cold iron), belt of mighty constitution +4, boots of striding and springing, cloak of resistance +5, headband of alluring charisma +2, holy water (2), masonry tools (mwk), pair of platinum rings (50 gp), potion of remove blindness, scroll box (2), scroll of anti-incorporeal shell, scroll of blessing of fervor, scroll of breath of life, scroll of communal delay poison, scroll of communal protection from energy, scroll of communal protection from evil (5), scroll of death ward, scroll of freedom of movement, scroll of greater path of glory, scroll of greater restoration, scroll of invisibility purge (2), scroll of lesser restoration (5), scroll of locate object (5), scroll of oracle's vessel, scroll of prayer, scroll of remove curse (2), scroll of remove paralysis (5), scroll of tongues (2), unfettered shirt, wand of restoration (4), wayfinder, weapon cord, wrist sheath (spring-loaded), 9,905 gp (2 PP)
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SPECIAL ABILITIES
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Crystal Sight (Ex) Magor can see through stone, earth or sand as easily as if it were transparent crystal. His gaze can penetrate a number of feet equal to his oracle level (+1), or 1/12th this thickness of metal. He can use this ability a number of rounds per day equal to his oracle level (+1).

Deaf Magor automatically fails Perception checks based on sound and takes a -4 penalty on opposed Perception checks. All of his spells are cast as if they did not have a verbal component.

Deep Guardian Any creature that Magor conjures with a summon spell that has the earth subtype or a burrow speed, gains a +1 morale bonus on attack rolls and a +1 enhancement bonus to AC.

Earth Glide (Su) Magor can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, he can even glide through lava. He glides at his base land speed. While gliding, he breathes stone as if it were air. Burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of Magor’s presence. A move earth spell cast on an area where he is flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save. Activating this ability is a free action. Magor can glide for 1 minute per day per oracle level (+1). This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can bring other creatures with him when he glides, but each passenger costs an additional minute per minute of travel.

Mighty Pebble As a standard action, Magor can charge and throw a pebble with a range increment of 20 feet and a +1 enhancement bonus to attack and damage for every four oracle levels he possesses. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two oracle levels. Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon. Magor can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Shard Explosion (Su) As a swift action, Magor can cause jagged pieces of stone to explode outward from his body. These shards deal 1d6 points of piercing damage per two oracles level (+1) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until Magor’s next turn. He can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Steelbreaker Skin (Su) As a Standard action, Magor can harden his flesh so that weapons that strike him are damaged or destroyed. Anytime a melee or ranged weapon strikes him, the weapon takes an amount of damage equal to his oracle level (+1). This ability does not prevent the weapon from harming him unless the damage destroys the weapon attacking him. He can use this ability once per day, but the duration is 1 minute/level (+1).

Stonesinger Magor is treated as one level higher for spells with the earth descriptor and revelations.

Superior Summoning Each time Magor casts a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Touch of Acid (Su) As a standard action, Magor can make a melee touch attack that deals 1d6 points of acid damage +1 point per two oracle levels (+1).
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BOONS
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Belkzen Veteran Magor can gain the benefits of the orc ferocity racial trait for 1 round.

Dralneen's Gratitude Magor can requisition a non-expendable, non-charged magic item worth no more than 8,000 gp for one scenario.

Infernal Capital While in Cheliax, Magor may request 250 gp worth of precious gemstones of any type for use as spell components.

Martyr's Shard As a free action, Magor can grant one weapon he wields a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction as a cold iron, good-aligned weapon for 1 minute.

Mythic Legacy When Magor activates this ability as a free action, choose one feat that he has. For one round, he gains the benefits of the mythic version of that feat as if he had also expended one use of mythic power. When he uses this boon, cross it off his Chronicle sheet.

Savior of Knowledge Once per scenario when Magor is adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting Magor a +5 insight bonus on one Knowledge skill check. Five times total, he can instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for him, with a bonus equal to twice his character level, and provides the information to him through mental magical communication.

Savior of the Sages Magor’s effective Constitution score for determining when he would die from hit point damage increases by 3, and he gains a +3 bonus on Constitution checks to stabilize.

Scarred Champion When Magor would fail a saving throw against the spell or spell-like ability of an undead creature, he can roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds.

Scribe Magor has a special scarab that gradually restores his memories and guards his life force. The gem grants a bonus on saving throws against death effects equal to 1 plus 1 for every four goals he has completed (7).

Skill Boon As an immediate action, Magor may reroll a skill check before success is determined. He must accept the second roll, even if it's worse.

Soul Warden Magor's effective Constitution score for determining when he would die from hit point damage increases by 4.

Stoic Spelunker Magor gains a +1 bonus on saves against effects that inflict confusion or Wisdom damage. As a full-round action he may recover 1d4 points of Wisdom damage.

Tapestry Fast Travel Magor may travel freely travel between Absalom and Sothis via the Hao Jin Tapestry. When adventuring in either city, he is treated as being in both locations for the purposes of boons and vanities that are location-dependent.

Torch’s Respect When interacting with Torch or his agents, Magor gains a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks. If he would die while fighting Grandmaster Torch or his agents, Magor can return to life with 0 hit points at the end of the encounter.

Valais’ Wisdom When Magor fails a saving throw against a demon’s compulsion or possession effect, he can cross this boon off his Chronicle sheet and reroll the saving throw.
*The effects of this ability have already been calculated into Magor’s statistics.

PFS INFO:
  • #00-01: Silent Tide
  • #00-06: Black Waters
  • #00-13: The Prince of Augustana
  • #00-17: Perils of the Pirate Pact
  • #00-22: Fingerprints of the Fiend
  • #00-24: Decline of Glory
  • #01-29: Devil We Know Part1
  • #01-35: Voice in the Void
  • #01-49: Among the Dead
  • #01-56: The Jester's Fraud
  • #02-03: The Rebel's Ransom
  • #02-21: The Dalsine Affair
  • #03-00-1E: Blood Under AbsaloM
  • #03-21: The Temple of Empyreal Enlight
  • #03-25: Storming the Diamond Gate
  • #04-16: The Fabric of Reality
  • #04-18: The Veteran's Vault
  • #05-12: Destiny of the Sands Part I
  • #05-15: Destiny of the Sands Part II
  • #05-16: Destiny of the Sands Part III
  • #05-25: Vengeance at Sundered Crag
  • #07-17: Thralls of the Shattered God
  • #08-99A: Solstice Scar A