Full Name |
"Red" Devlin |
Race |
CG Tiefling Male Witch-8 | HP 50 | AC 14 / 13 T / 12 FF | CMD 16 | Fort +6, Reflex +6, Will +8; Resist: cold/electricity/fire 5 | |
Classes/Levels |
Init +4 | Perception +10; darkvision 60 ft. | Speed 30 ft. | Hexes: Slumber, Evil Eye, Fortune, Misfortune, Flight, Healing, Cackle | Conditions: None |
Size |
5' 11", 132 lbs. |
Age |
74 |
Special Abilities |
Dark vision, Darkness (spell-like ability), Fiendish Resistance (Cold 5, Electricity 5, Fire 5), Fiendish Sorcery, Skilled (+2 Bluff and Perception), Speak with Familiar |
Alignment |
Chaotic Good |
Deity |
Desna |
Languages |
Abyssal, Celestial, Common, Hallit, Infernal, Shadowtongue, Varisian |
Strength |
10 |
Dexterity |
15 |
Constitution |
14 |
Intelligence |
22 |
Wisdom |
10 |
Charisma |
10 |
About "Red" Devlin
"Red" Devlin
Male tiefling witch 8 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 264, Ultimate Wilderness 213)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural)
hp 50 (8d6+16)
Fort +6, Ref +6, Will +8 (Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal); Once a scenario, as a move action, +2 competence bonus on a single saving throw in the next minute
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee club +4 (1d6) or
. . dagger +4 (1d4/19-20) or
. . unarmed strike +4 (1d3 nonlethal)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], fortune[APG], healing[APG], misfortune[APG], slumber[APG])
Spell-Like Abilities (CL 8th; concentration +8)
. . 1/day—darkness
Witch Spell-Like Abilities (CL 8th; concentration +14)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 8th; concentration +14)
. . 4th—dimension door, enervation, volcanic storm[UM]
. . 3rd—bestow curse (DC 19), ray of exhaustion (DC 19), sleet storm, stinking cloud (DC 19)
. . 2nd—boneshaker (DC 18), defending bone, false life (2), glitterdust (DC 18)
. . 1st—ear-piercing scream[UM] (DC 17), ill omen[APG] (2), snowball[UW] (3)
. . 0 (at will)—detect magic, message, read magic, stabilize
. . Patron Deception
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Statistics
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Str 10, Dex 15, Con 14, Int 22, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Accursed Hex[UM], Alertness, Extra Hex[APG], Extra Hex[APG], Improved Familiar
Traits clever wordplay, reactionary
Skills Acrobatics +5 (+7 on any single skill check in the next minute), Bluff +2, Diplomacy +0 (+2 to gather information in Riddleport, +2 when dealing with guards and city officials in Absalom, +2 within Irrisen, +2 vs lycanthropes, +2 vs dwarves), Fly +13, Heal +6, Intimidate +19 (+21 in Riddleport, +21 vs lycanthropes), Knowledge (arcana) +17 (+19 in Riddleport, after consulting Cyphergate scholar Hirako Gurukaza), Knowledge (history) +11 (+12 regarding Azlant), Knowledge (local) +14, Knowledge (nature) +17, Knowledge (planes) +17 (+18 regarding demons), Linguistics +7 (+9 to interpret Azlanti writing, +9 in Riddleport, after consulting Cyphergate scholar Hirako Gurukaza), Perception +10, Sense Motive +2, Spellcraft +17, Stealth +4, Survival +0 (+2 to avoid becoming lost), Swim +4, Use Magic Device +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Celestial, Common, Draconic, Hallit, Infernal, Shadowtongue, Thassilonian, Varisian
SQ prehensile tail[ARG], witch's familiar (lyrakien (sage) named Penelope)
Combat Gear cold iron crossbow bolts (50), potion of cure serious wounds, wand of infernal healing (47 charges), wand of mage armor (35 charges), alchemist's fire, antiplague[APG], antitoxin, healer's kit, holy water; Other Gear club, dagger, light crossbow, amulet of natural armor +1, boots of the cat[UE], cackling hag's blouse[UE], cloak of resistance +2, handy haversack, headband of vast intelligence +2, ring of protection +1, wayfinder[ISWG], bedroll, belt pouch, climber's kit, cold weather outfit, courtier's outfit, earplugs[APG], fishhook (2), flint and steel, grappling hook, jewelry[UE], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Desna, smoked goggles[APG], spell component pouch, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 14,551 gp, 4 sp, 7 cp
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Tracked Resources
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Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Cackling hag's blouse (2/day) - 0/2
Club - 0/1
Cold iron crossbow bolts - 0/50
Dagger - 0/1
Darkness (1/day) - 0/1
Feather Fall (self only, At will) - 0/0
Fly (self only, 8 minutes/day) - 0/8
Healer's kit - 0/10
Holy water - 0/1
Levitate (self only, 1/day) - 0/1
Light (At will) - 0/0
Potion of cure serious wounds - 0/1
Trail rations - 0/7
Wand of infernal healing (47 charges) - 0/47
Wand of mage armor (35 charges) - 0/35
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -4 (9 rounds, DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Misfortune (2 rounds, DC 20) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (8 rounds, DC 20) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Devlin's mother was a Kellid maiden assaulted by a demon in a raid from the Worldwound. Disgraced and fearing her outraged clansmen, she fled west through the Hold of Belkzen and into Varisia, where she gave birth to a son. She may have named him Devlin, but the Sczarni band that adopted her named the fiendish child "Red," an obvious allusion to the boy's dark red skin and bright red eyes. His budding talents as a warlock made him valuable to the Sczarni but broke his mother's heart. He left home, swearing to use his talents to fight the evil that had spawned him and to prove his goodness to his mother.
Echoes of Horacalcum boon: Continued exposure to the skymetals of Numeria can warp one’s physiology and grant unpredictable powers. Once per scenario, you may use this boon as a swift action to gain a +10 enhancement bonus to each of your movement speeds for 1d4+1 rounds. Alternatively, you can gain the benefits of haste for 1d3 rounds, but for the duration you take an amount of damage equal to your character level at the end of your turn.
Lost Magic of Lozo boon: Like Jiri, you have an innate connection to the Mwangi Expanse and the spirits within it. Before you deal fire damage to a creature using a spell, spell-like ability, or supernatural ability, you can reduce that creature’s fire resistance by an amount equal to your character level for 1 round; this cannot reduce the resistance below 0. Alternatively, you can use this boon when casting summon nature’s ally to summon a creature whose specific listed environment is “warm forest” to grant one of the summoned creatures a number of temporary hit points equal to 1d6 plus the spell’s level.
Case Files: #13 The Prince of Augstana, #4-15 The Cyphermage Dilemma, #3-07 Echoes of the Overwatched, #3-18 The God's Market Gamble, #2-21 The Dalsine Affair, Pathfinder Module: Fangwood Keep, #6–18 From Under Ice, #41 The Devil We Know—Part III: Crypt of Fools, #4–21 Way of the Kirin, #7-07 Trouble in Tamran, #7-27 Beyond Azlant Ridge, #8-09 Forged in Flame, Part I: The Cindersworn Pact, #8-11 Forged in Flame, Part II: Cleansed With Fire, #2-03 Rebel's Ransom, #5-99 The Paths We Choose, #37 The Beggar's Pearl
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