Nox the Black
Female human (Azlanti) cleric (asmodean advocate, herald caller) of Asmodeus 1 (Pathfinder Player Companion: Dirty Tactics Toolbox 16, Pathfinder Player Companion: Monster Summoner's Handbook 7)
LE Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +6
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Offense
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Speed 30 ft.
Special Attacks channel negative energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—copycat (1 round)
Cleric (Asmodean Advocate, Herald Caller) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, curse water (DC 16), disguise self[D]
. . 0 (at will)—create water, detect magic, light
. . D Domain spell; Domain Trickery
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Statistics
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Str 8, Dex 13, Con 14, Int 12, Wis 18, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Maleficium, Sacred Summons[UM]
Traits consorting with the dark powers (witchcraft), - custom trait -, seeker
Skills Bluff +9, Diplomacy +9, Knowledge (arcana) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +5 (+6 to create or detect forgeries), Perception +9, Profession (barrister) +9, Sense Motive +9, Spellcraft +5
Languages Azlanti, Common, Draconic, Infernal
SQ call heralds, devil in the details, divine heralds, pact bound, serpent
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Special Abilities
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Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Asmodean Advocate, Herald Caller) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (7/day) (Sp) Create a single mirror image duplicate
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Divine Heralds (Su) Summon creatures appropriate to deity.
Pact Bound (Ex) Gain Trickery domain, and no others.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
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
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Ssilik CR –
Female viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 5 (1d8-1)
Fort +1, Ref +5, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
[b]Skills Acrobatics +3 (-1 to jump), Climb +11, Linguistics -1, Perception +9, Sense Motive +2, Spellcraft -1, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Languages Infernal
SQ empathic link, poison
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Special Abilities
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Climb (20 feet) You have a Climb speed.
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 9) Viper Poison: Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
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.
Akemi is from Sandpoint, well, if you ask her she is, though she wasnt born here. Her parents, travelling brewers, established a small brewery in town. Akemi is presented to the townsfolk as their adopted elf daughter. As both her parents appear to be human
Her natural magical abilities, were ignited by her intense emotions and desire to help Ameiko, when she was in turmoil about a situation, her sorcerer powers awakened as she used enchantment magic to help calm her friend down
Realizing what happened, she feels guilty for using influential magic on someone she cares about. She keeps her attraction secret, feeling guilt even if it was never revealed, working at the brewery and frequently visiting the Rusty Dragon to stay connected, and at least have small conversations, even if it was just a casual greeting.
A quirk she definitely tries to avoid, is if she drinks too much, some of her fox like features might show without her realizing.
Akemi
Female kitsune sorcerer (nine-tailed heir) 1 (Pathfinder Player Companion: Blood of the Beast 13, Pathfinder RPG Bestiary 4 175)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee quarterstaff -1 (1d6-1) or
. . bite -1 (1d4-1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—dancing lights Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—laughing touch
Sorcerer (Nine-Tailed Heir) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—charm person (DC 16), mage armor
. . 0 (at will)—acid splash, daze (DC 17), detect magic, prestidigitation
. . Bloodline Fey
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Statistics
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Str 8, Dex 16, Con 14, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Fox Shape, Spell Focus (enchantment)
Traits childhood crush, influence
Skills Bluff +8, Craft (alchemy) +6 (+8 on Craft (alchemy) checks to produce alcoholic beverages), Diplomacy +9, Knowledge (arcana) +6, Profession (brewer) +4, Spellcraft +6
Languages Common, Minkaian, Sylvan, Tien
SQ bloodline arcana (+2 DC for compulsion spells), change shape, gregarious[ARG]
Combat Gear acid, masterwork brewer's kit; Other Gear quarterstaff, backpack, belt pouch, canteen[UE], chewing stick, comb (0.2 lb), fashionable accessories, flint and steel, hairbrush (0.3 lb), hip flask[UE], mess kit[UE], mirror, nail file (0.1 lb), scissors (0.3 lb), soap, soap, sponge, tooth powder (0.1 lb), waterskin, 6 gp, 5 sp
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Special Abilities
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Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Change Shape (Su) Assume a single human form.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fox Shape You can take the form of a specific fox, as beast shape II.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs. further CHA skills for 24 hr.
Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
ATTRIBUTES & SKILLS
STR: B (D10)
Close Combat: -
Heavy Weapons: -
Stamina: -
AGL: B (D10)
Driving: C (D8)
Mobility: -
Ranged Combat: C (D8)
INT: A (D12)
Recon: -
Survival: B (D10)
Tech: A (D12)
EMP: D (D6)
Command: -
Medical Aid: -
Persuasion: -
COMBAT STATS
Hit Capacity: 5
Stress Capacity: 5
Coolness Under Fire (CUF): B (D10)
Rank: Sergeant
Permanent Rads: 6
SPECIALTIES
- Gunsmith: +1 modifier to TECH rolls for repairing firearms.
- Improvised Munitions: +1 modifier to TECH rolls for making zip-guns and IEDs.
- Interrogator: +1 modifier to PERSUASION rolls when extracting information from a prisoner.
- Mechanic: +1 modifier to TECH rolls for repairing engines, vehicles, generators, and pumps.
- Psy Ops: +1 modifier to PERSUASION rolls for changing someone's mind about a particular issue.
- Scrounger: +1 modifier to SURVIVAL rolls for scrounging.
GEAR
- Assault rifle
- D6 reloads
- Flak jacket and helmet
- Knife or D6 hand grenades
- Personal medkit
- MOPP suit or manpack radio
- Backpack
- D6 rations of food, D6 rations of water, D6 rounds of ammo
CAREER PATH
Childhood: Working Class (Tech) -> Mechanic
Term 1 (Age 18-22): Mechanic (Tech, Driving) -> Scrounger
Term 2 (Age 22-25): Mechanic (Tech, Driving) -> Gunsmith
Term 3 (Age 25-28): Combat Support (Ranged Combat, Survival) -> Interrogator
Term 4 (Age 28-29): Combat Support (Survival, Tech) -> Psy Ops
At War (Age 29): (Ranged Combat, Survival) -> Improvised Munitions
Akemi
Kitsune sorcerer (nine-tailed heir) 1 (Pathfinder Player Companion: Blood of the Beast 13, Pathfinder RPG Bestiary 4 175)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee bite -1 (1d4-1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—dancing lights
. . 2/day—disguise self Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—laughing touch
Sorcerer (Nine-Tailed Heir) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—charm person (DC 15), mage armor
. . 0 (at will)—acid splash, detect magic, mage hand, prestidigitation
. . Bloodline Fey
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Statistics
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Str 9, Dex 16, Con 14, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Fox Shape, Magical Tail[ARG]
Traits childhood crush, domineering
Skills Appraise +5, Bluff +8, Craft (poison) +5, Knowledge (arcana) +5, Spellcraft +5
Languages Common, Senzar, Tien
SQ bloodline arcana (+2 DC for compulsion spells), change shape, dragon empire native, gregarious[ARG]
Other Gear 120 gp
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Special Abilities
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Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Change Shape (Su) Assume a single human form.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fox Shape You can take the form of a specific fox, as beast shape II.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs. further CHA skills for 24 hr.
Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
So taking childhood crush (Ameiko), i dont think she would have arrived with the rest, so a local who has been at sandpoint for sometime with her family
i have an idea for a pilot (changeling), but shes a mutation from fallout from bombs (concept survior/sniper)
And instead of the magic damage, could she get with energy based weapons?
Pyrophile (Ash Hag): The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st