Faxon

Shoris's page

169 posts. Organized Play character for sarpadian.


Full Name

Shoris the Shrouded

Race

Tiefling

Classes/Levels

Conjurer 2 HP (5/14) Resist cold/elec/fire 5;AC (15, touch 11, ff 15, CMD 11) saves (1/1/3) , Init. +7, Per. +6, SM +0

Gender

Male

Size

Medium

Age

70

Alignment

Chaotic Neutral

Deity

Nethys

Languages

Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc

Occupation

"Archaeologist" a.k.a. grave robber

Strength 9
Dexterity 12
Constitution 13
Intelligence 20
Wisdom 10
Charisma 9

About Shoris

Init +7; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 11 [15], touch 11, flat-footed 10 [14] (+4 armor, +1 Dex)
hp 12 (2d6+4);
Fort +1; Ref +1; Will +3;
Resist cold 5, electricity 5, fire 5;
OFFENSE
Speed 30 ft.
Melee club +0 (1d6-1)
Ranged light crossbow +2 (1d8/19-20)

Spell-Like Abilities:
Arcane School Spell-Like Abilities (CL 2nd; concentration +7)
8/day—acid dart
Tiefling Spell-Like Abilities (CL 2nd; concentration +1)
1/day—darkness

spells:
Conjurer Spells Prepared (CL 2nd; concentration +7)
1st—grease (2, Reflex DC 17), summon monster I(2), unseen servant
0—detect magic, disrupt undead, prestidigitation, read magic
Opposition Schools Evocation, Enchantment

STATISTICS
Base Atk +1; CMB +0; CMD 11
Feats Augment Summoning, Spell Focus (conjuration)B
Traits Reactionary, Tomb Raider
Skills:
Acrobatics +2, Appraise +9, Fly +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception +6, Spellcraft +10; Racial Modifiers +4 Fly

Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc
SQ arcane bond (greensting scorpion), fiendish resistance, prehensile tail, summoner’s charm, vestigial wings.
Gear:
Combat Gear crossbow bolts (20), potion of cure light wounds, wand of mage armor (49 charges); Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit (plate, bowl, cup, fork, knife and spoon), pearl of power (1st)[Confirmation],soap, spellbook (all non-enchantment/evocation cantrips and spells prepared, plus endure elements, enlarge person, obscuring mist, protection from evil, vanish), spell component pouch, trail rations (5 days), waterskin, wayfinder, 2754 gp, 1sp.

SPECIAL ABILITIES:

Acid Dart (Sp)
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Arcane Bond (Greensting Scorpion) (Ex or Sp )
Shoris has formed a bond with a greensting scorpion named Mishka. Mishka gives Shoris +4 to his initiative, and Alertness as a bonus feat as long as he is in contact with Shoris.
Darkness (Sp)
Tieflings may cast darkness 1/day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Fiendish Resistance
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Summoner’s Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of allsummon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Vestigial Wings
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Mishka, Shoris’ Familiar:

N Tiny magical beast
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 7 (2d8);
Fort +2; Ref +5; Will +3;
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft.
Melee sting +4 (1d2-4 plus poison)
Space 2 ½ ft.; Reach 2 ½ ft.
Special Attacks poison (Sting—injury; save Fort DC 11; frequency 1/rd for 6 rds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.)
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Weapon FinesseB
Skills Acrobatics +7, Appraise +6, Climb +7, Knowledge (arcana) +0, Knowledge (dungeoneering) -1, Knowledge (local) -1, Knowledge (nature) -1, Knowledge (planes) +0, Knowledge (religion) -1, Perception +5, Spellcraft +0, Stealth +15, Perception +9, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages empathic link
SQ, alertness, share spells
SPECIAL ABILITIES
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Adventures:

Master of the Fallen Fortress (1 XP, 1 PA)
The Confirmation (1 XP, 2 PA)
We Be Goblins (1 XP, 1 PA)
Risen from the Sands (1 XP, 2 PA)
The Infernal Vault (1 XP, 2 PA)
Assault on the Kingdom of the Impossible (1 XP, 1 PA)

Boons:

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free.
Explore, Report Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending a NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.