Churgri of Vapula

Meridian Anterian's page

459 posts. Alias of MisterLurch.

Full Name

Meridian Anterian


Dragon-Touched (Brass)


Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]




5'2" 97 lbs.



Special Abilities

Darkvision 60ft.


Common, Draconic

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16

About Meridian Anterian

Physical Description:
Meridian is a small, slight figure, normally well concealed beneath a cloak with a deep cowl.
When not covered by her cloak, she is entirely hairless, and covered in tiny brass-colored scales. Ridges and short horns on her head, along her spine, and along her arms and legs give her a decidedly draconic appearance. Her wickedly sharp talons, elongated and fanged muzzle, and slit-pupiled eyes complete the appearance. Her legs have the backward-appearing look common among draconic creatures, and they end in powerful, clawed feet.
She wears studded leather armor, and though she carries no weapons, any who see her hands or fanged maw realize that she needs none.
She seems to enjoy smoking a long-stemmed pipe with an unusual blend of pipe-weed, and it is while she does so that her hands are most often visible. In the evenings or while traveling, she plays haunting music on an exquisitely carved set of pipes.

Combat Statistics:
Hit Dice: 4d8+8
Initiative: +8 = 2(dex) +2(trait) +4(feat)
Armor Class: 18 = 10(base) +3(studded leather) +2(dex) +2(natural armor) +1(dodge)
Touch AC: 13
Flat-Footed AC: 15
Speed: 40ft
Senses: +10 Perception, Darkvision 60ft.

Hero Points: 2

Fortitude: 3 =1(class) +2(con)
Reflex: 4 =1(class) +2(dex) +1(trait)
Will: 5 =4(class) +1(wis)

Resistances: Fire (5), DR 2/silver

BAB: +3
CMB: +6
CMD: 18

Bite: +6 melee (1d6+3, x2)
Claw (2): +6 melee (1d4+3, x2)
Eldritch Blast: +5 ranged touch (3d8, x2, 140ft)
Inferno Blast: +5 ranged touch (4d8 fire, x2, 140ft)
Maelstrom Blast: +5 ranged touch (4d8 lightning, x2, 140ft)

Warlock Abilities:
Eldritch Blast: Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made. At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level. An eldritch blast is not subject to spell resistance. An eldritch blast deals half damage to objects. An eldritch blast is not affected by spells such as globe of invulnerability.

Minor Invocations: Warlocks learn a number of magic tricks, called invocations; these invocations are supernatural effects which (for the most part) can be used to alter his eldritch blast for more specialized purposes. One minor invocation (see below) instead grants the warlock the benefits (and detriments) of having a familiar.
At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Spells: A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of the Bard class. In addition, he receives bonus spells per day if he has a high Charisma score.
The warlock’s selection of spells is extremely limited. A warlock begins play knowing four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Bard spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.)
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips: Warlocks learn a number of cantrips, or 0-level spells, as noted under Spells Known (see above). These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eldritch Body: At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron or DR 2/silver (his choice; once this decision has been made it cannot be changed). This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR 10/cold iron or DR 10/silver at 19th level.

Inferno Blast: The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the inferno blast.

Maelstrom Blast: The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the maelstrom blast.

Eldritch Spear: The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Per Day: 5 1st / 2 2nd / 0 3rd / 0 4th / 0 5th / 0 6th

Level 0: Detect Magic, Mage Hand, Mending, Open/Close, Prestidigitation, Spark

Level 1: Expeditious Retreat, Jump, Obscuring Mist, Unseen Servant

Level 2: Invisibility, Shatter

Dragon-Touched Racial Abilities:
Scaled Skin: The skin of the Dragon-Touched provides some energy resistance and is as hard as armor. This energy resistance matches the energy immunity of the ancestor dragon. The Dragon-Touched also gains a +2 natural armor bonus to AC.

Skilled: Dragon-Touched gain a +2 racial bonus on Perception checks, and Perception and Diplomacy are always class skills for them.

Darkvision: Dragon-Touched can see perfectly in the dark for up to 60 feet.

Bestial Legs: The legs of the Dragon-Touched appear more bestial than humanoid, seeming to bend backwards as the hind legs of an animal. These powerful legs grant the Dragon-Touched a +10 ft bonus to their base movement.

Natural Weapons: Like their distant ancestors, the Dragon-Touched are armed from birth with sharp claws and a toothy maw.
They gain a bite attack that inflicts 1d4 damage for a medium Dragon-Touched, and two claw attacks that inflict 1d6 damage.
These are primary natural attacks.

Trait: Outlander(Exile) (+2 to initiative)
Trait: Dangerously Curious (+1 to UMD, UMD is a class skill)
Trait: Deft Dodger (+1 on reflex saves)
Drawback: Power-Hungry (-2 on Will saves vs charm/compulsion if offered wealth or power)

Bonus Feat: Improved Initiative
Level 1: Dodge
Level 3:

Background Skills: 8 ranks
+6 Handle Animal: 3(ranks) +3(chr)
+5 Lore(Dragons): 2(ranks) +0(int) +3(trained)
+8 Perform(Wind): 2(ranks) +3(chr) +3(trained)
+5 Profession(Shepherd): 1(ranks) +1(wis) +3(trained)

Adventuring Skills: 20 ranks = 16(class) +4(FCB)
+8 Bluff: 2(ranks) +3(chr) +3(trained)
+6 Escape Artist: 1(ranks) +2(dex) +3(trained)
+4 Knowledge(Arcana): 1(ranks) +0(int) +3(trained)
+10 Perception: 4(ranks) +1(wis) +3(trained) +2(racial)
+5 Sense Motive: 1(ranks) +1(wis) +3(trained)
+9 Spellcraft: 4(ranks) +2(int) +3(trained)
+4 Survival: 3(ranks) +1(wis)
+11 Use Magic Device: 4(ranks) +3(chr) +3(trained) +1(trait)

25 gp
15 sp
20 cp

Explorer's Outfit (8lbs)
Studded Leather
Waterskin (2) (8lbs)
MW Pipes (3 lbs)

Scroll/Map Case (0.5 lbs)

  • Magic Missile
  • Hold Portal
  • Alarm
  • Keep Watch

    Belt Pouch (0.5lbs) (total: 0.5 lbs)

  • Flint and Steel

    MW Backpack (4lbs) (total: 42lbs)

  • Bedroll (5lbs)
  • Blanket (3lbs)
  • Silk Rope (50) (5lbs)
  • Trail Rations (5 days) (5lbs)
  • Small Tent (20 lbs)
  • Sack (2) (1 lb)

    Carrying Capacity:
    Light: lbs
    Medium: lbs
    Heavy: lbs
    Max Lift: lbs
    Push/Drag: lbs

  • Backgound: