Allustan

Mordecai Ghostfire's page

74 posts. Alias of Tenro.


Race

RETIRED 29/42 hp

Classes/Levels

Warlock 7

Strength 11
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Mordecai Ghostfire


  • HP: 42
  • AC: 20 =10 + 4 DEX + 6 ARMOR
  • Init: +3 (+2 in ruins)
  • Resist: Cold 10, Fire 10, DR 4/Cold Iron

    SAVES

  • FORT: 5 =|2 BASE + 1 CON| +2 Resist
  • REF : 8 =|2 BASE + 4 DEX| +2 Resist
  • WILL: 7 =|5 BASE + 0 WIS| +2 Resist
    +1 on saving throws against traps and natural hazards

    COMBAT

  • +1 Cestus, +10 melee, 1d4+1, 19-20/x2, B or P
  • +1 Dagger, +10 melee, 1d4+1, 19-20/x2, P or S
  • Eldritch Hands, +9 ranged, standard damage per item hurled (70lbs, 3 items, 170ft)
  • Eldritch Blast, +9 ranged touch, 4d8 damage, crit x2, 60ft
    -Shapes: Spear (170ft), Hideous Blow (add +3 to hit and 4d8 to damage)
    -Essences: Inferno (becomes fire dmg, +1d8), Sickening (DC 15)

    BAB +5
    CMB +5
    CMD 19

Racial Abilities:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

  • Favored Class: +7 skill points

Class Abilities:

  • 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.
    For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.
  • Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. 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.
    --1: Inferno Blast (Su): 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.
    --2: Eldritch Spear (Su): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.
    --4: Sickening Blast (Su): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds. On a successful save, the target is not affected.
    --6: Hideous Blow (Su): The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a standard action, and imbues one melee weapon which the warlock is currently wielding with the energy of his eldritch blast. As part of the invocation, the warlock may make a single melee attack roll with his weapon, gaining a bonus on the attack roll equal to the warlock’s Charisma modifier (if any). If the attack successful hits the warlock deals normal weapon damage plus the full damage of his eldritch blast. A successful critical hit (using the weapons critical threat range) multiplies the damage for both the weapon and the eldritch blast, with the damage for each figured separately and then added together if the critical multipliers are different. Since hideous blow is not a ranged touch attack, this is the only eldritch blast invocation that does not provoke an attack of opportunity. A warlock must be at least 6th level to select this invocation.
  • Damage Reduction (Ex): 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. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.
  • Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: cold and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.
  • Eldritch Hands (Sp): Starting at 6th level, a warlock can use telekinesis, as per the spell except as stated below, as a standard action once each round. The warlock is limited to a maximum weight of 10 lbs per warlock level, and the maximum number of objects he is able to simultaneously manipulate with the violent thrust aspect ability is equal to one-half his warlock class level, rounded down (to a maximum of 10). The warlock may only this ability at medium range (100 ft. + 10 ft./level) instead of the long range listed for the spell.
  • Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.


Skills:

4+int
  • Bluff +13 =7 +3 CHA +3
  • Craft +2 = +2 INT +
  • Fly +4 = +4 DEX +
  • Intimidate +10 =4 +3 CHA +3
  • Know: Arcana +10 =5 +2 INT +3
  • Know: Local +2 = +2 INT +
  • Know: Planes +10 =5 +2 INT +3
  • Know: Religion +12 =7 +2 INT +3
  • Perception +10* =7 +0 WIS +3 *+2 vs Undead
  • Profession +0 = +0 WIS +
  • Ride +4 = +4 DEX +
  • Sense Motive +10 =7 +0 WIS +3
  • Spellcraft +12 =7 +2 INT +3
  • Use Magic Device +13 =7 +3 CHA +3
  • Spells and Powers:

    SPELLS
    Spells per Day:
    0th: unlimited
    1st: 5
    2nd: 4
    3rd: 2

    Spell List:
    0-level Spells: Dancing Lights, Detect Magic, Mending, Message, Prestidigitation, Read Magic
    1st-level Spells: Charm Person, Comprehend Languages, Disguise Self, Feather Fall, Unseen Servant
    2nd-level Spells: Arcane Lock, Darkvision, Invisibility, Shatter
    3rd-level Spells: Fly, Phantom Steed

    Equipment:

    1043gp left over

    2305gp +1 Cestus (1d4+1, 19-20/x2, B or P)
    2302gp +1 Dagger (1d4+1, 19-20/x2, P or S)
    4100gp +2 Chain Shirt (+6 AC +4 MaxDex)
    4000gp Cloak of Resistance +2
    5000gp Bag of Holding Type 2
    4000gp Belt of Incredible Dexterity +2
    750gp Wand of Cure Light Wounds [50]

    Backstory:

    treasuaaa huntaaaaa and ghost investigataaa