About Meridian Anterian
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.
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
Senses: +10 Perception, Darkvision 60ft.
Hero Points: 2
Fortitude: 3 =1(class) +2(con)
Resistances: Fire (5), DR 2/silver
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.
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.
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.
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)
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)
Scroll/Map Case (0.5 lbs)
Belt Pouch (0.5lbs) (total: 0.5 lbs)
MW Backpack (4lbs) (total: 42lbs)