Race |
pitborn sorc 7, HP:46/46, AC:12, Touch:11, Flat Footed:11 |
Classes/Levels |
F:+6, R:+5, W:+8, Init:+1, Perc:+17 |
About Skutene Marid
Skutene Marid
Demon-spawn tiefling sorcerer (crossblooded) 7 (Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate Magic 69)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 46 (7d6+14)
Fort +6, Ref +5, Will +8
Resist acid 5, cold 5, electricity 5, fire 5, sonic 5
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Offense
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Speed 30 ft.
Melee mwk cold iron punching dagger +3 (1d4-1/×3)
Special Attacks long limbs (5 ft.), tanglevine
Sorcerer (Crossblooded) Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—gloomblind bolts[ARG] (DC 18), speak with plants
. . 2nd (7/day)—barkskin, euphoric cloud[ACG] (DC 17), summon swarm, touch of idiocy
. . 1st (8/day)—entangle (DC 16), memory lapse (DC 16), polypurpose panacea[UM], snapdragon fireworks[UM] (DC 16), touch of gracelessness[APG] (DC 11), wave shield cast 1 today
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), haunted fey aspect[UC], message, prestidigitation
. . Bloodline Aberrant, Accursed, Verdant
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Statistics
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Str 9, Dex 12, Con 14, Int 10, Wis 12, Cha 20
Base Atk +3; CMB +2; CMD 13
Feats Eldritch Heritage[UM], Eschew Materials, Expanded Fiendish Resistance[ARG], Iron Will, Shake It Off[UC], Skill Focus (Perception)
Traits kin bond, magic is life, seeker
Skills
Bluff +15
Intimidate +9
Knowledge (arcana) +4
Knowledge (dungeoneering) +4
Knowledge (local) +1
Knowledge (nature) +4
Perception +17
Spellcraft +4
Use Magic Device +9
Languages Abyssal, Common
SQ bloodline arcana (+50% duration on polymorphs), paranoid
Gear
ectoplasmic metamagic rod (lesser)
potion of cure moderate wounds (2)
potion of hide from animals
sorcerer's robe
wand of infernal healing (50 charges) used 5
petrified ooze
smokestick
darkleaf cloth silken ceremonial armor
mwk cold iron punching dagger
cloak of resistance +2
handy haversack
page of spell knowledge (summon swarm)
page of spell knowledge (touch of gracelessness)
ring of spell knowledge i
traveler's any-tool
bandolier
battle mask
chalk
clear ear
earplugs
masterwork fortune-teller's deck
scroll case
signal whistle
sunrod
swarmsuit
tindertwig
trail rations (3), waterskin
wrist sheath, spring loaded
1 pp, 8 gp, 1 sp, 6 cp
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Special Abilities
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Accursed Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag's foul influence entered your bloodline.
You may actually be related to the hag, or you may still be suffering the effe
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Ectoplasmic metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Construction
Requirements Craft Rod, Ectoplasmic Spell; Cost 1,500 gp
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fortune-teller's deck, masterwork +2 to Profession: Fortune-Teller or Profession: Medium
Kin Bond (Malcon, 1/day) The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s
Long Limbs (5 ft.) (Ex) When making melee touch attacks can increases reach by +5 ft.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Paranoid Aid Another DC 15 for attempts to help you.
Ring of spell knowledge I (Monkey Fish) Teach ring arcane spell (DC 20 spellcraft) & use as if known. +1 level if not on your spell list.
Shake It Off Gain +1 to all saving throws per adjacent ally
Sorcerer's robe (3/day) As a swift action, add 1st-level bloodline power to spell cast.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Tanglevine (CMB +12, 8/day) (Sp) 15' vine can be used for disarm, steal, or trip. used 3 today
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Verdant Gain +spell level natural armor for 1d4r after casting a personal spell.