Vailea

Maru Dasima's page

52 posts. Organized Play character for Paladin of Baha-who?.


Full Name

Maru Dasima

Race

Undine

Classes/Levels

Spiritualist 1 | HP 9/9 | AC 15 T 13 FF 12 | Ft +3 Rf +3 Wi +6 (+1 vs. charm effects, +4 vs. Mind-affecting) | Init +3 | Perc +5 | Spells 0/2 | Push 1/1 | Shared consciousness 1/1

Gender

F

Size

M

Age

18

Alignment

CN

Deity

Naderi

Strength 10
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 18
Charisma 9

About Maru Dasima

Maru Dasima
Undine spiritualist 1 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 72)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +6; +1 trait bonus vs. charm effects, +4 bonus vs. mind-affecting
Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Melee dagger +0 (1d4/19-20) or
. . spiked gauntlet +0 (1d4)
Ranged underwater light crossbow +3 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—hydraulic push[APG]
Spiritualist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cause fear (DC 15), cure light wounds (DC 15)
. . 0 (at will)—detect magic, mage hand, message, telekinetic projectile[OA]
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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 18, Cha 9
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Skill Focus (Intimidate), Skill Focus (Stealth)
Traits empty heart, full heart, narrow escape
Skills Escape Artist +4, Heal +8, Intimidate +6, Knowledge (religion) +5, Perception +5, Sense Motive +8, Spellcraft +5, Stealth +6, Swim +8
Languages Aquan, Common, Polyglot
SQ etheric tether, hydrated vitality[ARG], phantom (Captain Dante, despair), shared consciousness
Combat Gear cold iron crossbow bolts (20), ectoplasmic residue[OA], magnetized paper[OA]; Other Gear lamellar cuirass[UC], dagger, spiked gauntlet, underwater light crossbow[ARG], backpack, belt pouch, censer[OA], flint and steel, incense (oa)[OA] (10), waterskin, 6 gp, 15 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Swim (30 feet) You have a Swim speed.

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Captain Dante CR –
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 9 (1d10+4)
Fort +3, Ref +2, Will +2
DR 5/slashing
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Offense
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Speed 30 ft.
Melee 2 slams +2 (1d6+1)
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Statistics
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Toughness
Skills Intimidate +5, Profession (sailor) +4, Stealth +6
Languages Common
SQ ectoplasmic phase lurch, miserable strike, power from despair
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Special Abilities
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Miserable Strike (DC 11) (Su) Slam causes foe to take -2 to att and dam for 1 rd (Will neg).
Power from Despair (Su) +2 to att and dam vs. foe affected by fear or despair condition.

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