Akata

Quelion's page

197 posts. Organized Play character for Chris Kenney.


Full Name

Quelion

Race

Human (Cheliaxian)

Classes/Levels

Sorcerer 9 / Diabolist 2

Gender

Male

Size

Medium

Age

20

Alignment

Lawful Neutral

Deity

Diabolism

Languages

Taldane, Abyssal, Infernal, Aklo, Celestial

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

About Quelion

Quelion
Male Human (Chelaxian) Diabolist 2 Sorcerer 9
LN Medium Humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 20, touch 14, flat-footed 19 (+4 armor, +1 Dex, +2 natural, +2 deflection)
hp 68 (11d6+22)
Fort +5, Ref +5, Will +7; +4 bonus vs. poison
Resist fire 10, infernal resistances
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Offense
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Speed 30 ft.
Melee Masterwork Light mace +7 (1d6+1/x2)
Special Attacks hellfire (1/day) (dc 19)
Sorcerer Spells Known (CL 11):
5 (5/day) Summon Monster V, Lightning Arc (DC 20)
4 (7/day) Invisibility, Greater, Acid Pit (DC 20), Summon Monster IV, Charm Monster (DC 21), Darkvision, Greater
3 (7/day) Tongues, Summon Monster III, Slow (DC 18), Fireball (DC 18), Haste, Suggestion (DC 18), Fly
2 (7/day) False Life, Summon Monster II, See Invisibility, Web (DC 18), Glitterdust (DC 18), Acid Arrow, Scorching Ray, Knock
1 (8/day) Summon Monster I, Comprehend Languages, Magic Missile, Burning Hands (DC 16), Protection from Good, Charm Person (DC 18)
0 (at will) Resistance, Acid Splash, Daze (DC 15), Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 15), Message, Light
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Statistics
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Str 12, Dex 12, Con 12, Int 16, Wis 10, Cha 21
Base Atk +5; CMB +8; CMD 21
Feats Augment Summoning, Eschew Materials, Greater Spell Penetration, Point Blank Shot, Precise Shot, Silent Spell, Spell Focus (Conjuration), Spell Penetration, Toughness +11
Traits Diabolical Dabbler, Master of Pentacles (1/day)
Skills Appraise +7, Bluff +17, Craft (jewelry) +10, Diplomacy +17, Fly +6, Intimidate +9, Knowledge (arcana) +15, Knowledge (nature) +7, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +4, Sense Motive +6, Spellcraft +17, Survival +0 (+2 to avoid becoming lost, +2 to avoid becoming lost), Use Magic Device +13
Languages Abyssal, Aklo, Celestial, Common, Infernal
SQ bloodlines (infernal), channel hellfire (5/day), corrupting touch (4 rds) (8/day), damned, empathic link with familiar, infernal bargain, infernal charisma +2, share spells with familiar
Combat Gear Staff of charming; Other Gear Masterwork Light mace, Amulet of natural armor +2, Bracers of armor +4, Headband of alluring charisma +4, Ioun stone (dusty rose prism), Ring of protection +2, Wayfinder (1 @ 0 lbs), Wayfinder (empty), Intelligent Ring of the Weary Sky (see chronicle), Noble's outfit, 20503 GP
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Channel Hellfire (5/day) Change energy damage in spells to hellfire damage.
Corrupting Touch (4 rds) (8/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 4 rounds.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Damned It is difficult to raise your soul from Hell when killed.
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hellfire (1/day) (DC 19) (Sp) 1/day, Hellfire column deals9d6 damage, and shakes good creatures for 9 rounds, range 60', 10' burst.
Infernal +2 DC on Charm spells.
Infernal Bargain Can halve called devil's price for service with opposed Cha check.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to saves vs. poison.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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Animal Companion
Male Imp
LE Tiny Outsider
Init +9; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 24, touch 17, flat-footed 19 (+5 Dex, +2 size, +7 natural)
hp 54 (+9)
Fort +3, Ref +11, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., flight (50 feet, perfect)
Melee Sting (1 extra at -5) (Imp) +17 (1 extra at -5) (1d4+3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 16)
Spell-Like Abilities Commune (1/week), Deathwatch (At will), Detect Good (Constant), Detect Magic (Constant), Grease (1/day), Invisibility (self only) (At will), Suggestion (1/day), Unseen Servant (1/day)
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Statistics
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Str 14, Dex 20, Con 10, Int 14, Wis 12, Cha 14
Base Atk +9; CMB +12; CMD 24
Feats Ability Focus (Poison), Improved Initiative, Toughness +9, Weapon Finesse, Weapon Focus (Sting)
Skills Acrobatics +14 (+10 jump), Bluff +14, Fly +17, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +25
Languages Celestial, Draconic, Infernal, Osiriani, Varisian
SQ alternate form (wolf), change shape (boar, giant spider, rat, or raven, {, devotion +4, multiattack / extra attack
Other Gear You have no money!
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Special Abilities
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Alternate Form (Wolf) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathwatch (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Grease (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Poison (DC 16) (Ex) Poison—Injury; save Fort DC 16; frequency 1/round round; effect Dex; cure 1 save.
Unseen Servant (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.

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