Angvar Thestlecrit

Quintus Lexius Voralius's page

107 posts. Organized Play character for -Karma-.

Full Name

Quintus Lexius Voralius


| HP:25/25 | AC: 21 (11 Tch, 20 Fl) | CMB: +3, CMD: 14 | F: +5, R: +2, W: +7 | Init: +1 | Perc: +11, SM: +4


| Speed 20ft | Channel Negative Energy 1/1 | Sudden shift 7/7 | Active conditions:


Male LN Human Cleric 3

About Quintus Lexius Voralius

Quintus Lexius Voralius
Male human (Chelaxian) cleric (asmodean advocate) of Asmodeus 3 (Pathfinder Player Companion: Dirty Tactics Toolbox 16, Ultimate Wilderness 213)
LN Medium humanoid (human)
Init +1; Senses Perception +11
AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
hp 25 (3d8+7)
Fort +5, Ref +2, Will +7
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +3 (1d8+1)
Special Attacks channel negative energy 1/day (DC 9, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +9)
. . 7/day—sudden shift
Cleric (Asmodean Advocate) Spells Prepared (CL 3rd; concentration +9)
. . 2nd—calm emotions (DC 16), mirror image[D], spiritual weapon
. . 1st—disguise self[D], liberating command[UC], murderous command[UM] (DC 15), shield of faith
. . 0 (at will)—detect magic, guidance, read magic, stabilize
. . D Domain spell; Domain Trickery (Deception)
b]Str [/b]12, Dex 12, Con 14, Int 14, Wis 18, Cha 7
Base Atk +2; CMB +3; CMD 14
Feats Heavy Armor Proficiency, Heighten Spell, Skill Focus (Profession [barrister])
Traits brevoy bandit (mivon), seeker
Skills Acrobatics -5 (-9 to jump), Knowledge (planes) +6, Knowledge (religion) +7, Linguistics +7 (+8 to create or detect forgeries), Perception +11, Profession (barrister) +20, Sense Motive +8, Spellcraft +7; Racial Modifiers +2 Profession (barrister)
Languages Aklo, Azlanti, Common, Infernal, Thassilonian
SQ devil in the details, Industrious, pact bound, serpent
Combat Gear potion of jump, potion of touch of the sea, scroll of comprehend languages, scroll of endure elements (x5), scroll of lesser restoration, scroll of obscuring mist, wand of bless (50 charges), wand of infernal healing (50 charges), antiplague[APG], antitoxin, vermin repellent[UE]; Other Gear mwk full plate, light wooden shield, heavy mace, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], masterwork tool, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 1,108 gp

Special Abilities
Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 2d6 (1/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Sudden shift (7/day) (Sp) Teleport 10ft is opponent misses
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Industrious +2 racial bonus to concentration and profession (barrister)
Heighten Spell Increases spell level to effective level desired.
Pact Bound (Ex) Gain Trickery domain, and no others.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab
Focused Study
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Industrious: Humans are known in the Inner Sea for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.

Deception subdomain:
Replacement Power: The following granted power replaces the copycat power of the Trickery domain.

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—mirror image, 7th—project image.


Lucius CR –
Viper (sage) (Pathfinder RPG Bestiary 133)
LN Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 12 (1d8-1)
Fort +2, Ref +5, Will +4
Defensive Abilities improved evasion
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2
Base Atk +2; CMB +3; CMD 10 (can't be tripped)
Feats Weapon Finesse
Acrobatics +3 (-1 to jump), Climb +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +4, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Languages Common
SQ empathic link, poison, sage’s knowledge +1
Special Abilities
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 10) Viper Poison: Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Sage’s Knowledge +1 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (20 feet) You have a Swim speed.

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