About Raith Thandir
Raithanial Thandir “Raith”, Chaotic Good Forlorn Elven Male , 13th Level Black Blade Magus from Cheliax, Tom Black 9425-2
Strength (16) 18, Dexterity (14) 16, Constitution (12) 14, Intelligence (22) 28, Wisdom 8, Charisma 7
AC 27 (Touch 17 Flat 23), CMD 30, Hit Points 106
Fortitude +14, Reflex +11, Will +11, BAB +9, CMB +15
Appraise 1 +10, Acrobatics 1 +5(+7), Climb 1 +6(+8), Craft (Alchemy) 1 +13, Diplomacy 13 +14, Fly 13 +17(+19), Intimidate 13 +17, Knowledge (Arcana) 13 +24, Knowledge (Dungeoneering) 13 +24 , Knowledge (Engineering) 1 +10 , Knowledge (Geography) 1 +10 , Knowledge (History) 1 +10 , Knowledge (Local) 1 +10, Knowledge (Nature) 1 +10, Knowledge (Nobility) 1 +10 , Knowledge (Planes) 13 +24, Knowledge (Religion) 1 +10, Linguistics 13 +24, Perception 13 +16 , Sense Motive 13 +16 , Spellcraft 13 +24, Swim 1 +6(+8) , Use Magical Device 1 +5 ,
Arcane Points 17, Black Lash 3
Languages: Abyssal, Aklo, Ancient Osiriani, Auran, Azlanti, Common, Draconic, Elven, Giant, Hallit, Infernal, Necril, Osiriani, Kelish, Polyglot, Varisian, Shoanti, Tien & Undercommon; Black Lash Common, Elven & Infernal
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Lessons of Chaldira: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Two-World Magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list. Witch – Touch of Fatigue
Whip Mastery: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
X2 Extra Arcane Pool: Your arcane pool increases by 2.
Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Whip Mastery: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Desperate Battler: When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls.
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
+1 Courageous Spell Storing Whip 1d3, 20/x2, 2 lbs, Slashing, Weapon Feature(s): trip, disarm, reach 18300gp
Weapon Cord - If you drop your weapon or are disarmed, you can recover it as a swift action and it’s never further away from you than an adjacent square.
Strike +23 /+18 (BAB +9, Str+4, Enh +5, Focus +1, Comp +1, Morale +3)) 1d3+14 (Str +4, Enh +5, Morale +3 Spec +2) +2d6 Holy or +1d6 Elemental
Trip /Disarm +25
Wand of Infernal Healing – 39 Charges – 2 PA
Wrist Sheath, spring loaded – Releasing an item from it is an immediate action, 5 gp
Lesser Rod of Intensified Spell: Up to three spells per day, an intensified spell increases the maximum number of damage dice by 5 levels.
Lesser Rod of Selective Spell: Up to three spells per day, when casting a selective spell with an area effect and a duration of instantaneous, you can choose seven targets excluded from the effects of your spell.
Cloak of Resistance: These garments offer magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will). 9000 gp
x3 Pearl of Power 1st Level: Once per day , recall any one spell that she had cast the spell is then prepared again, just as if it had not been cast. 1000 gp x3
Ring of Protection: This ring offers continual magical protection in the form of a deflection bonus of +1 AC. 2000 gp
+1 Spell Storing Full Plate: Magic armor protects the wearer to a greater extent than non-magical armor in the form of enhancement bonus of +1 AC. 5650 gp
Ioun Torch: This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. 75 gp
Headband of Vast Intelligence: The headband grants the wearer an enhancement bonus to Intelligence of +6. After being worn for 24 hours, the headband grants a number of skill ranks in Perception & Linguistics equal to the wearer's total Hit Dice. 16000 gp
Belt of Physical Perfection: This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical Ability scores. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. 16000 gp
Implanted Cracked Opalescent White Pyramid (Ioun Stone) The stone grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him). 1,500 gp.
Wayfinder: 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.
Dusty Rose Prism (Ioun Stone) This stone grants the wearer a +1 insight bonus to AC. Resonant Power +2 insight bonus on CMB and to CMD. 5,000 gp
Pathfinder Pouch This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). Aura none Slot none; Price 1,000 gp; Weight 1 lb. Source Seekers of Secrets pg. 50
Circlet of Persuasion: This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks. Slot head; Price 4,500 gp
Monkey's Paw: This tiny, shrunken, mummified monkey hand is worn around the neck on a leather strap. Once per day as a free action, the wearer of a monkey’s paw may reroll one attack roll, skill check, or saving throw. The reroll must be made before the result of the initial die roll is known. The second die roll must be used even if the result is worse than the original roll. If the second die roll is worse than the original, the wearer suffers a sense of impending doom, causing him to be shaken for 1d4 rounds. Slot neck; Price 12,000 gp Pathfinder #39: The City of Seven Spears pg. 56
2x Cracked Pale Green Prism (Ioun Stone): This stone grants a +1 competence bonus on attack rolls or saving throws. Price: 8,000 gp
Book, Tome of Clear Thought: Anyone reading this book gains an inherent bonus of +1 to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. 27,000 gp
Jingasa of the fortunate Soldier 5,000 gp