Harrowed Summoning

Molos Sarazan's page

68 posts. Alias of Seldlon the Swift.


Full Name

Molos Sarazan

Classes/Levels

Male Tiefling evoker 6 Medium outsider (native), |HP 39/43| AC 19/17-15/13-14| Init +13| Perc +7| F+5, R+9/7, W+7| CMB +4 CMD 17|Mythic 5/5

About Molos Sarazan

stats:

Molos
Male Tiefling evoker 6
None Medium outsider (native)
Init +13, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 natural, )
hp 43 ((6d6)+9)
Fort +5, Ref +7, Will +7
Resistances cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 30 ft.
Melee cold iron dagger +4 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +6 (1d4+1/19-20)
Ranged light crossbow +6 (1d8/19-20)
Melee quarterstaff +4 (1d6+1)
Special Attacks Force Missile (1d4+3, 8 of 9/day), Intense Spells,
Innate Spell-Like Abilities darkness (1/day),
Mythic Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Eldritch Breach (Su): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Prepared Spells
Wizard (CL 6th; concentration +14)
3rd-blink(DC ), daylight, deep slumber(DC 19), fly(DC 19)
2nd-aggressive thundercloud(DC 19), cat's grace(DC 18), molten orb, scare(DC 18), scorching ray, steal size(DC 18)
1st-charm person(DC 17), ear-piercing scream (DC 18), mage armor(DC 17), protection from evil(DC 17), sleep(DC 17), vanish(DC 17)
0th-detect magic, ghost sound(DC 16), read magic(DC ), *spark(DC 17)
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TACTICS
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STATISTICS
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Str 12, Dex 16, Con 12, Int 22, Wis 10, Cha 7,
Base Atk +3; CMB +4; CMD 17
Feats Alertness, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Focus (Evocation), Spell Penetration
Skills Appraise +13, Fly +12, Knowledge (Arcana) +14, Knowledge (History) +13, Knowledge (Local) +13, Knowledge (Planes) +14, Perception +7, Spellcraft +14, Stealth +10, Use Magic Device +3,
Traits Reactionary, Riftwarden Orphan,
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal
SQ arcane bond, arcane school, bonus wizard arcane power times (3x), cantrips, darkvision, divination opposition school, evocation school, arcane bond (familiar), familiar's alertness ability active, fiendish language, fiendish resistance, fiendish sorcery, necromancy opposition school, outsider traits, skilled, spell-like ability, spells, , ,
Combat Gear Lesser Piercing Metamagic Rod (3 charges), trail ration (5),
Other Gear amulet of natural armor +2, bracers of armor +2, cold iron dagger, cloak of resistance +2, arcane adept package, lesser piercing metamagic rod, waterskin, +1 bolt(39), light crossbow, quarterstaff, 3496.5 gp
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SPECIAL ABILITIES
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Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)

Arcane School 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. 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.

Bonus Wizard Arcane Power Times (3x) Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Cantrips Wizards can prepare a number of cantrips, 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. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Divination Opposition School You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite.

Evocation School You have chosen to specialize in evocation spells.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+3 points of damage. This is a force effect. You can use this ability 9 times per day.

Infernal

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +3 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Riftwarden Orphan You gain a +2 trait bonus on all concentration checks.

Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Tiefling

familiar:

Greensting
Male Familiar Scorpion (Greensting) vermin 7
TN Tiny vermin
Init +3, Senses darkvision (60 ft.); Perception +12
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DEFENSE
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AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size )
hp 28 ((7d8))
Fort +5, Ref +7, Will +7
Defensive Abilities improved evasion,
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OFFENSE
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Speed 30 ft.
Melee sting +8 (1d2-4)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.
Special Attacks Deliver Touch Spells, Poison (DC 15),

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TACTICS
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STATISTICS
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Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2,
Base Atk +3; CMB +4; CMD 10 (22 vs trip)
Feats Alertness, Weapon Finesse
Skills Appraise +3, Fly +14, Heal +4, Knowledge (Arcana) +5, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Planes) +5, Perception +12, Spellcraft +6, Stealth +22, Use Magic Device +3,
Communication Empathic Link, Speak with Master,
SQ alertness, darkvision, empathic link, intelligence score, natural armor bonus, share spells, speak with master, vermin traits,
Combat Gear
Other Gear sting, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Intelligence Score The familiar's Intelligence score.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.

Poison (Ex) Sting-injury; save Fort DC 15; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Share Spells (Ex) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Vermin Traits (Ex)

background:

Molos bears a strange birthmark not visible when he is clothed. He learned that it is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. He has researched this rune, and has learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, he never knew his parents, for he was raised by a foster family in Kenabres. His foster family has confirmed that both of his parents were Riftwardens, and has further confirmed that his parents went missing on a secret mission into the Worldwound less than a month after he was born. He is not sure what happened to them, but he is certain they’re dead and his gut tells him that the one who murdered them yet lives! He has long felt magic in his blood and pursued the path of an archmage. He is very much aware of the disdain and suspicion other races have tieflings. Fortunately, he appears human with a set of small horns on his head. He keeps these covered at all times and is seen as an asset by many for his ability to craft scrolls, wands, and wondrous items. He has made his living doing this in Kenabres.