Tulrin Endessell

Solarious's page

216 posts. Organized Play character for Josh Shrader.


Classes/Levels

hp:55(65)|ac:13|T:13|FF:14|CMD:17|F8|r8|w10|Init:+7| Perc:+11|SM:0

About Solarious

Prepared Spells:

*Bonus School Spells

Cantrips
Message
presidation
Detect Magic

1
Enlarge Person
Feather Fall
Mage Armor
Shield
Air bubble
Grease
*Summon Monster I

2
Scorching Ray x3 (used 2)
Create Pit
Mirror Image
Invisibility
*Summon Monster II

3
Slow
Spiked Pit
Stinking Cloud
Lighting Bolt
*Summon Monster III

4
Emergency Force Sphere
Greater Invisibility
Black Tentacles
Wall of Ice
*Summon Monster IV

5
Hungry Pit
Teleport
Feeblemind
*Summon Monster V

6
Chain lighting
Forceful hand
Summon Monster VI

Signifer Solarious, Order of the Gate
Male Elf Diabolist 1 Wizard 10
LN Medium Humanoid (elf)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 65 (11d6+19)
Fort +8, Ref +8, Will +10; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Touch Attack +5 (As Spell/x2)
Ranged Ranged Touch Attack +8 (As Spell/x2)
Spell-Like Abilities Light (At will)
Wizard Spells Prepared (CL 11):
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 22, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 18
Feats Augment Summoning, Combat Casting, Elemental Focus (Fire), Fast Study, Improved Initiative, Opposition Research, Spell Focus (Conjuration), Spell Penetration, Superior Summoning
Traits Gifted Adept (Mage Armor), Master of Pentacles (1/day)
Skills Bluff +14, Diplomacy +10 (+13 vs. Hellknights), Fly +7, Intimidate +10, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +18, Knowledge (religion) +13, Linguistics +14, Perception +11, Profession (scribe) +12, Sleight of Hand +4, Spellcraft +19 (+21 to determine the properties of a magic item), Survival +0 (+2 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Abyssal, Auran, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Sylvan, Thassilonian, Tien
SQ acid dart (9/day), arcane bonds (object [ring of terrible cost] [1/day]), damned, dimensional steps (300'/day) (60 5-ft inc/day), elven magic, empathic link with familiar, infernal charisma +2, opposition schools (necromancy), share spells with familiar, specialized schools (conjuration), summoner's charm (+5 rds)
Combat Gear Elemental metamagic rod (lesser, cold) (3/day), Piercing metamagic rod (lesser) (3/day), Ring of terrible cost, Scroll of Breath of Life, Scroll of Protection from Energy, Scroll of See Invisibility, Staff of fire, Wand of Magic Missile (CL 5); Other Gear Ranged Touch Attack, Touch Attack, Cloak of resistance +2, Handy haversack (11 @ 48 lbs), Headband of vast intelligence +2 (Bluff), Wayfinder (empty), Bedroll, Cold weather outfit, granite and diamond dust, Royal outfit, Scroll case (3 @ 0 lbs), Silk rope, Spell component pouch, Spellbook, 4648 GP, 5 SP
--------------------
Special Abilities
--------------------
Acid Dart (9/day) (Sp) 30' Ranged touch attack deals 1d6+5 Acid damage.
Arcane Bond (Ring of terrible cost) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Armiger +3 to Diplomacy vs Hellknights.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Damned It is difficult to raise your soul from Hell when killed.
Dimensional Steps (300'/day) (60 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Gifted Adept (Mage Armor) A chosen spell gets +1 CL.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Scroll of Breath of Life Add this item to create a scroll with spells on it.
Scroll of Protection from Energy Add this item to create a scroll with spells on it.
Scroll of See Invisibility Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+5 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Wand of Magic Missile (CL 5) Add this item to create a wand of a chosen spell.

Faust, Imp Companion:

Faust
Male Imp
LE Tiny Outsider
Init +5; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 19 (+5 Dex, +2 size, +7 natural)
hp 67 (+18)
Fort +4, Ref +11, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., flight (50 feet, perfect)
Melee Sting (1 extra at -5) (Imp) +12 (1 extra at -5) (1d4+1/x2) and
. . Touch Attack +12/+7 (As Spell/x2)
Ranged Ranged Touch Attack +16/+11 (As Spell/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 15)
Spell-Like Abilities Detect Good (Constant), Detect Magic (Constant), Mage Hand (At will), Open/Close (At will), Suggestion (1/day), Unseen Servant (1/day)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 12, Int 14, Wis 12, Cha 14
Base Atk +9; CMB +12; CMD 23
Feats Additional Traits, Deft Hands, Magical Aptitude, Skill Focus (Use Magic Device), Toughness +9
Traits Dangerously Curious, Vagabond Child (urban) (Disable Device)
Skills Acrobatics +5 (+1 jump), Bluff +14, Disable Device +18, Fly +25, Knowledge (planes) +14, Perception +13, Sense Motive +13, Sleight of Hand +15, Stealth +25, Use Magic Device +20
Languages Celestial, Common, Draconic, Elven, Infernal; telepathy (50 feet)
SQ devotion +4, multiattack / extra attack
Combat Gear Wand of Infernal Healing, Wand of Scorching Ray; Other Gear Ranged Touch Attack, Touch Attack, Handy haversack (4 @ 3 lbs), Kinsight goggles, Thieves' tools, masterwork, You have no money!
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Kinsight goggles When split, each wearer can see through the others eyes if they are within 500 ft.
Mage Hand (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Open/Close (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Poison (DC 15) (Ex) Poison—Injury; save Fort DC 15; frequency 1/round round; effect Dex; cure 1 save.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.
Unseen Servant (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Wand of Infernal Healing Add this item to create a wand of a chosen spell.
Wand of Scorching Ray Add this item to create a wand of a chosen spell.