Contract Devil

Master Parisos's page

129 posts. Alias of Camris.


Full Name

Master Parisos

Race

Prymidian

Classes/Levels

Arcanist L1/Oracle L1 | hp 12/12 | AC 16 T12 FF14 | Saves F2R2W3 | Percep -1 | Init +2 | Status: OK

Gender

Male

Size

Medium

Age

78

Special Abilities

As Arcanist and Oracle

Alignment

N

Languages

Common, Prymidian, Cavian, Exodite, Khaynite, Sorcerous

Occupation

Wandering Arcanist/Oracle of Lore

Strength 13
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 16

About Master Parisos

Master Parisos L2
Male Prymidian arcanist 1/oracle 1
(Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human)
Init +2; Senses Perception -1

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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (2 HD; 1d6+1d8+4)
Fort +2, Ref +2, Will +3

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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . quarterstaff +1 (1d6+1) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged sling +2 (1d4+1)
Special Attacks
arcane reservoir (1/4),
arcanist exploit (flame arc),
consume spells

Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, haze of dreams (DC 14), summon monster I
. . 0 (at will)—detect magic, guidance, scrivener's chant, stabilize
. . Mystery Lore

Arcanist Spells Prepared (CL 1st; concentration +3)
. . 1st—ray of enfeeblement (DC 13), shield
. . 0 (at will)—acid splash, dancing lights, message, prestidigitation

>Can cast read magic at will as a spell-like ability with the caster level equal to hit dice. Only applies to spoken languages. Does not retain the ability when not in the presence of a creature speaking that language.

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Statistics
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Str 13, Dex 14, Con 14, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +1; CMD 13

Feats
Combat Expertise

Traits
Mathematical prodigy: (Knowledge [arcana])
Delver [Prymidian]: A constant seeker of knowledge, you are often exploring ancient ruins to uncover knowledge of civilizations that have come before. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. You also gain one of the following languages: Ancient Arman, Sorcerous.

Skills
Acrobatics +1,
Climb +0,
Knowledge (arcana) +8,
Knowledge (dungeoneering) +6,
Knowledge (history) +6,
Knowledge (local) +6,
Knowledge (planes) +6,
Linguistics +7,
Spellcraft +7,
Swim +0
Languages Common, Cavian, Exodite, Khaynite, Sorcerous, Ignan
Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, racial or regional.

SQ
oracle's curse (tongues),
revelation (think on it)

Other Gear
chain shirt,
dagger,
quarterstaff,
sling,
backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, pot, soap, spell component pouch, torch (10), trail rations (10), waterskin, wrist sheath,
3 gp

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Tracked Resources
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Arcane Reservoir +1 DC or CL (4/day) (Su) - 0/4
Dagger - 0/1
Think on It (1/day) (Ex) - 0/1
Torch - 0/10
Trail rations - 0/10

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Special Abilities
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Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, racial or regional.
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Flame Arc (1d6+3 fire damage, DC 13) (Su) Use 1 reservoir, deal fire dam in 30 ft line (Ref half).
Think on It (1/day) (Ex) Reattempt a failed Knowledge check at +10
Tongues (Ignan) You can only understand and speak one language in combat.

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Prymidian Racial Traits

+2 Cha, +2 Con, -2 Wis
Medium size
Normal speed: 30 ft

Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, racial or regional.
In addition, a prymidian can cast read magic at will as a spell-like ability with the caster level equal to hit dice. Only applies to spoken languages. Does not retain the ability when not in the presence of a creature speaking that language.
Scholarly: A Prymidian gets a +2 racial bonus to all Knowledge and Linguistics checks.
Tentacles: Some prymidians possess the distinctive retractable tentacles of their ancestors on each arm. Those with this racial trait receive Lunge as a bonus feat.
Languages: All Prymidians begin play speaking Prymidian and Common. They may select any non secret languages as additional bonus languages.

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Appearance:
Master Parisos appears as an elderly Prymidian, tall, red skin with silver hair and a beard, robed and eyes shadowed by the brim of a large hat.
He leans on an iron shod staff, and smokes a pipe; the smoke of which seems to ebb and flow oddly, even forming shapes.

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Background
Originally a child found by a desert tribe, abandoned to foster homes. Grew to became solitary, but mage talent gained admission to a magic academy in Quijom, the capital of the Dominion.
His talent has carried him far, but his isolation and lack of political skill has sidelined his ambition.

Wyrd Apprentice- (Must be an Arcane Spell User from the Dominion to Choose) You are being groomed to become a WyrdCaster of the Dominon.

His sharp intelligence, his cool reactions to provocation, and his relative expendability got him sent on a suicide mission to a suspected warp gate in a hostile region.
He survived of course. But as the sole survivor of the mission, his Dominion masters sidelined him as a suspected double agent.
Joined an embassy to the Empire; not just to get out of the Dominion for a while, but also for the opportunity to increase his more scholarly interests.
The Imperial Alliance had other plans for him...

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Twist of Fate card:

ALL THAT GLITTERS
Target is blinded 3 rounds
*Potential for profit blinds someone to danger
*A valuable object turns out to be a clever fake
*A new source of a precious resource is discovered
*A precious object is merely a container for something else