Contract Devil

Mollok's page

164 posts. Organized Play character for Merck.


Race

MT 5 [ HP 38/38 | AC 17 T 13 FF 14 | CMD 13 | F +6 R +4 W +13 | Init +6 Per +20, SM +12]

Deity

Nethys

Languages

Common, Infernal, Abyssal, Draconic, Elven, Druidic

About Mollok

PFS # 35561-6
STR 8,DEX 14, CON 14, INT 16, WIS 20, CHA 6
Devil-Spawn Tiefling, Native Outsider
Male
Medium Size
Wizard Conjurer(Teleportation) 1, Druid Menhir Savant 3, Mystic Theurge 1

COMBAT STATS
BaB +2
Init +6; Senses Perception 20, Darkvision 60ft.
CMB +1 (+2BaB -1strength)
CMD 13 (+2BaB -1strength +2dexterity +10)
Favored class Druid (+3hp at lvl 5)

DEFENSE
Fire Resistance: 5
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 natural, +1 deflection)
HP 38 (1d6+3d8+1D6+10+3)
Fort +6
Ref +4
Will +13

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Cestus +1 (1d4-1 /19-20x2)
Melee Dagger +1 (1d4-1 /19-20x2)
Ranged L. Crossbow +4 (1d8 /19-20x2), range 80ft.
Ranged Dagger +4 (1d4-1 /19-20x2)(range 10ft)
Space 5 ft; Reach 5 ft

TRAITS
Magical Knack (Wizard)
Clever Wordplay: Choose one Charisma-based skill (Diplomacy). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Spell Focus - Conjuration (Wiz)
Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Sunlight Summons: Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming damage reduction.
Improved initiative

SKILLS
Acrobatics 6 (2dex+3familiar+1domain)
Diplomacy 6 (1rank+3int+2racial)
Climb 6 (3+1Rank-1str+3circunstance)
Heal 10 (3+2Rank+5wis)
Knowledge Local 8 (3+2Rank+3int)
Knowledge Planes 8 (3+2Rank+3int)
Knowledge Religion 9 (3+3Rank+3int)
Knowledge Arcane 9 (3+3Rank+3int)
Knowledge Nature 8 (3+2Rank+3int)
Perception 20 (3+5Rank+5wis+2familiar+5competence)
Sense Motive 15 (3+3Rank+5wis+2familiar+2racial)
Survival 13 (3+5Rank+5wis)
Spellcraft 7 (3+1Rank+3int)
Swim 3 (3+1Rank-1str)

Spells:

Wizard
0 lvl: 3 slots
1st lvl: 2+1 slots

Memorized: *

Spellbook:

Cantrips:
Detect Magic*
Read Magic*
Dancing Lights
Message
Ray of Frost*
Spark
Ghost Sound
Mage Hand
Mending
Prestidigitation
Resistence
Dancing Lights

1st LVL:
Grease*
Mage Armor
Enlarge Person*
Comprehend Languages
Feather Fall
Magic Missele*

Druid
0 lvl: 4 slots
Memorised:
Stabilize
Guidance
Resistance

1st lvl: 4+1 slots
Memorised:
Hydraulic Push
Entangle
Burning Disarm
Obscuring Mist

2nd lvl: 3+1 slots
Memorised:
Barkskin
Flaming Sphere
Soften Earth and Stone

Equipment:

+2 Mwk Silken Cerimonial Armor (+3/-/-/0%), 4195gp, 4 lbs
2x 1st-lvl Pearl of Power, 2000gp
2nd-lvl Pearl of Power, 4000gp
Cloak of resistence +1, 1000gp
Eyes of the Eagle, 2500gp
Headband of Inspired Wisdow +2, 4000gp
Ring of Protection +2, 2000gp
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Light Crossbow (P), 1D8 dmg, crit 19-20 x2, reach 80ft, 35 gp, 4lbs
Backpack, 2gp, 2 lbs
Climber's Kit, 80gp, 5 lbs.
Bedroll, 0.01gp, 5 lbs
40x Crossbow Bolts
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Belt Pouch, 1gp, 1/2 lbs
Spell component pouch, 5gp, 2 lbs
5x Trail Rations, 0.15gp, 3 lbs
Oil x3
Spellbook, 15 gp, 3lbs
Ink, 8gp, - lbs
Inkpen, 0.01gp, - lbs
Wayfinder
Wand of Cure Light Wounds - 50/50 charges.

Money left:$1213
Total equipment weight:

Wizard Abilities:

Arcane Bond (Ex or Sp) Object: Ring.
At 1st level, wizards form a powerful bond with an or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: Conjuration, opposition schools: Necromancy and Divination.
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Spell Focus
At 1st level, a wizard gains Spell Focus as a bonus feat.

Conjuration Arcane School

Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su):
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Druid Abilities:

Druid

Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells
A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages
A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex)
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Menhir Savant Archetype
Spirit Sense (Sp)
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.

This ability replaces nature sense and wild empathy.

Place Magic (Su)
At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.

This ability replaces woodland stride and trackless step.

Monkey Domain:

Granted Powers:

Familiar: You gain a monkey familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Monkey Athletics (Su): As a free action, you may add a competence bonus equal to half your druid level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells:
1st—beguiling gift
2nd—spider climb
3rd—cacophonous call
4th—freedom of movement
5th—summon nature’s ally V (dire ape or girallon only)
6th—confusion
7th—animal shapes (apes and monkeys only)
8th—clenched fist
9th—foresight.

Mystic Theurge:

Combined Spells (Su):
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

Racial Abilities:

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 CON, +2 WIS, and –2 CHA.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Skilled: Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Spell-like ability: Tieflings can use pyrotechnics once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Backstory:

Born and raised in Cheliax Mollok was a little more than a slave for most of his life. Working for that country's nobles he climbed the social ladder from servant to kitchen staff and finally buttler. But fate would not have him settle down on a quiet life, despite his wishes. After taking employment under an accomplished conjurer his boss noticed Mollok's sharp mind and decided to train him as his assistant. That was a promotion of sorts and the tiefling was happy with his good fortune. He was less thrilled when the wizard took him to an expedition to Sargava to studied some ruins and even less amused when their ship got sunk by pirates and he got sold into actual slavery in Katapesh.

Bought by a gnoll shaman that used his demonic blood in his profane rituals Mollok started to secretly study the gnoll's witchcraft while working as the his's servant. But luck was not done with him yet and eventually he was able to escape to the desert where he lived for a couple of years using his new found divine powers before making his way to Absalon. There he joined the PFS.

Notes:

Possible future feat: Superior Summoning.