The Fifth Archdaemon

Shad Thorrpesbrother's page

17 posts. Alias of Elmdorprime.


Full Name

Shad

Race

Shadow Manifestation

Classes/Levels

Occultist| Level 15 | HP 93/93, AC 23, T 15, FF 19 (+8 armor, +4 Dex, +1 insight)| F 14 R 14 W 15 | CMB 12 CMD 26| Init + 6 | Perc +19 | Darkvision (60 ft.) | Focus 25/25

Gender

M

Size

M

Age

18

Alignment

CN

Deity

Nethys

Location

Osirion

Languages

Ancient Osiriani, Azlanti, Celestial, Common, Dwarven, Elven, Halfling, Infernal, Osiriani, Shadowtongue

Strength 10
Dexterity 16
Constitution 10
Intelligence 26
Wisdom 12
Charisma 11

About Shad Thorrpesbrother

Shad
Male shadow occultist 15 (Pathfinder RPG Occult Adventures 46)
CN Medium outsider (native)
Init +6; Senses aura sight, darkvision 60 ft.; Perception +19
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Defense
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AC 23, touch 15, flat-footed 19 (+8 armor, +4 Dex, +1 insight)
hp 93 (15d8+15)
Fort +14, Ref +14, Will +15; +2 vs. [language-dependant] effects or writing-based effects
Defensive Abilities shadow blending; Resist cold 5, electricity 5
Weaknesses light blindness, vulnerability to sunlight
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Offense
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Speed 20 ft.
Melee spiked gauntlet +11/+6/+1 (1d4)
Ranged energy ray +15 touch (8d6) or
. . shadow bow +20/+15/+10 (1d6+5/×3)
Spell-Like Abilities (CL 15th; concentration +15)
. . 1/day—arcane mark, comprehend languages, ghost sound (DC 10), message, pass without trace, read magic, ventriloquism (DC 11)
Implement Schools (3 generic focus)
. . Abjuration (Bracer, 7 points) Resonant—warding talisman; Focus—mind barrier, unraveling
. . Conjuration (Figurine, 3 points) Resonant—casting focus; Focus—flesh mend, servitor, side step
. . Enchantment (Crown, 0 points) Resonant—glorious presence; Focus—cloud mind
. . Evocation (Gloves, 7 points) Resonant—intense focus; Focus—energy blast, energy ray, shape mastery, wall of power
. . Illusion (Ring, 3 points) Resonant—distortion 15%; Focus—minor figment, unseen
. . Transmutation (Belt, 3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, mind over gravity, quickness
Occultist Spells Known (CL 15th; concentration +24)
. . 5th (5/day)—greater command (DC 25), dream reality (DC 24), fire snake[APG] (DC 24), particulate form, spell resistance, teleport
. . 4th (6/day)—ball lightning[APG] (DC 23), dimension door, hold monster (DC 23), communal nondetection[UC], parchment swarm[OA] (DC 23), wandering star motes[APG] (DC 23)
. . 3rd (7/day)—cure serious wounds, displacement, fireball (DC 22), hold person (DC 22), magic vestment, communal resist energy[UC]
. . 2nd (7/day)—glitterdust (DC 21), hoodwink (DC 21), mirror image, node of blasting[OA] (DC 21), protective penumbra[UM] (DC 21), weapon of awe[APG] (DC 21)
. . 1st (8/day)—burning hands (DC 20), hypnotism (DC 20), lead blades[APG], mage armor, shadow weapon[UM] (DC 22), shield
. . 0 (at will)—create water, daze (DC 19), ghost sound (DC 19), mage hand, resistance, telekinetic projectile[OA]
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Statistics
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Str 10, Dex 18, Con 10, Int 28, Wis 12, Cha 11
Base Atk +11; CMB +12; CMD 26
Feats Extra Focus Power[OA], Extra Mental Focus[OA], Implement Focus[OA], Intensified Spell[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Spontaneous Metafocus[UM]
Traits magical lineage, reactionary
Skills Acrobatics +4 (+0 to jump), Appraise +27, Craft (alchemy) +28, Disable Device +24, Fly +22, Knowledge (arcana) +27, Knowledge (engineering) +22, Knowledge (planes) +27, Knowledge (religion) +27, Perception +19, Profession (gambler) +19, Sleight of Hand +17, Spellcraft +27, Stealth +22, Survival +1 (+3 to avoid becoming lost), Use Magic Device +20
Languages Ancient Osiriani, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Halfling, Infernal, Osiriani, Shadowtongue
SQ binding circles, implements 6, magic circles, magic item skill, magical linguist, mental focus (26/day), object reading, outside contact (2 names, information), shift focus
Combat Gear extend metamagic rod, intensified metamagic rod[APG], selective metamagic rod[APG], wand of cure light wounds, wand of detect magic, wand of shield (48 charges); Other Gear shadow bow, spiked gauntlet, bracers of armor +8, cloak of resistance +5, dusty rose prism ioun stone, handy haversack, headband of vast intelligence +6, refocusing rod[OA], shawl of shadowy disguise, wayfinder[ISWG], winged boots, masterwork thieves' tools, portable alchemist's lab[APG], 6,595 gp
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Special Abilities
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Abjuration (Bracer) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Binding Circles (DC 32 to spot/disarm, DC 26) (Su) Spend 1 point of focus to create binding circle.
Casting Focus (+1 CL) (Su) Use as extra focus component to add to CL for conjuration spell.
Cloud Mind (dazed 15 rnds HD <= 15, else staggered 1 rnd, DC 26) (Su) 1 focus: Creature in 30 feet is dazed or staggered.
Conjuration (Figurine) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.

Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Darkvision (60 feet) You can see in the dark (black and white only).
Distortion 15% (max 40%) (Su) As standard action, gain miss chance until your next attack.
Enchantment (Crown) Enchantment implements allow the occultist to befuddle the mind and charm his foes.

Implements: Censer, crown, helm, musical instrument, necklace.
Energy Blast (10d6, 100 feet, DC 26) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Energy Ray 8d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
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.
Evocation (Gloves) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Flesh Mend 4d8+15 (Sp) As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is
Glorious Presence (Su) Implement grants competence bonus on Charisma skill checks and ability checks.
Illusion (Ring) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.

Implements: Crystal, hat, mask, prism, ring.
Implement Focus (Evocation [Gloves]) When spend generic foc to act foc pow of sel school imp, the foc pow cost listed amt.
Implements (Su) Gain a series of items which grant access to schools and powers.
Intense Focus +8 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Legacy Weapon +3 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Magic Circles (Su) 1 minute and 1 focus to create magic circle of your choosing (but not opp. your alignment).
Magic Item Skill Add half level as bonus to Use Magical Device.
Magical Linguist (Ex) +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Mental Focus (26/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-30 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Over Gravity (15 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Minor Figment (15 minutes) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Outside Contact (2 names, information) (Su) Learn true name of an outsider, and summon it for information or service.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
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.
Quickness (15 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Servitor (Summon Monster V) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Shadow Blending (Su) Miss chance increases to 50% in dim light.
Shape Mastery (Su) Spend up to your Int modifier to exclude squares from the area of an evocation spell.
Shift Focus (Evocation [Gloves], 23 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Side Step (150 feet) (Sp) 1 focus: Fissure in space allows teleportation to any square you can see.
Spontaneous Metafocus (Wandering Star Motes) Apply metamagic to one spell and keep the standard casting time
Transmutation (Belt) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Unraveling (Sp) 1 focus: unravel adjacent magical effect, as targeted dispel magic.
Unseen (15 minutes) (Sp) 1 focus: become invisible, as invisibility, 2 focus for willing creature.
Vulnerability to Sunlight (Ex) Take 1 Con damage each hour exposed to sunlight.
Wall of Power (2d6+15, 75 feet, 15 rounds) (Sp) 1 focus: create wall of pure energy that damages those passing through it.
Warding Talisman +3 (Su) Implement grants Resistance bonus to saves.