| HP 102/102 | AC: 29+4 T: 22 Fl: 21+4 | CMB: +15 CMD: 28 | F +9 R +20 W +12 | Init +7 | Perc: +18, Blindsense 60' | SR 24
| Spell Points: 14/16 | Inspiration 4/4 | Guile 4/4 | Current Effects: Shield
M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 2
Satisfying his curiosity
About Terexaltherin, Pseudodragon
Male pseudodragon 2 unchained rogue (counterfeit mage) 10 (Pathfinder RPG Advanced Class Guide 109, Pathfinder Unchained 20) Hedgewitch 2
NG Tiny dragon
Init +7; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +18
AC 29, touch 22, flat-footed 21 (+5 armor, +2 deflection, +8 Dex, +2 natural, +2 size)
hp 102 (14 HD; 12d8+2d12+25)
Fort +9, Ref +20, Will +12
Defensive Abilities danger sense +3, evasion, improved uncanny dodge; Immune paralysis, sleep; SR 24
Speed 15 ft., fly 60 ft. (good)
Melee bite +23 (1d2+3), sting +23 (1d2+11)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison, sneak attack (unchained) +5d6
Rogue (Unchained) Spell-Like Abilities (CL 10th; concentration +12)
. . At will—minor magic
. . 5/day—major magic (5/5)
Str 10, Dex 24, Con 12, Int 18, Wis 12, Cha 10
Base Atk +10; CMB +15; CMD 28 (32 vs. trip)
Feats Bookish Rogue[ACG], Extra Magic Talent x4, Weapon Finesse, Extended Telepathy
Traits minor technological knowledge, pragmatic activator
Skills Acrobatics +7 (-1 to jump), Diplomacy +17, Disable Device +27, Fly +19, Knowledge (arcana) +22, Knowledge (engineering) +22, Knowledge (history) +15, Knowledge (nature) +22, Knowledge (planes) +22, Knowledge (Local) +21, Linguistics +20, Perception +18, Spellcraft +22, Stealth +37 (+41 total in forests (Natural Camouflage)), Use Magic Device +22, Perform (Thoughtsong, as Oratory) +17, Sense Motive +17
Languages Aklo, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal, Necril, Protean, Senzar, Sphinx, Sylvan, Tengu, Garuda; telepathy 170 ft.
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, magical expertise +5, rogue talents (major magic, minor magic), signature wand, wand adept
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, potion of invisibility, potion of resist cold 10, potion of resist fire 10, scroll of greater invisibility, scroll of greater invisibility, scroll of invisibility purge, scroll of neutralize poison, scroll of scorching ray (CL 7th), silversheen, wand of cure light wounds (10), wand of invisibility (26 charges), wand of lightning bolt (6 charges), wand of magic missile (CL 3rd, 35 charges), wand of scorching ray (20 charges), wand of silent image (15 charges), wand of beast shape I(6 charges), alchemist's fire, liquid ice[APG] (2), tangleburn bag[UE], rod of trap-stealing; Other Gear +4 darkleaf cloth leather armor, circlet of telepathy, amulet of mighty fists +3, belt of incredible dexterity +4, handy haversack, headband of vast intelligence +4, ring of protection +2, ring of resistance +2, chalk (10), flint and steel, masterwork thieves' tools, mirror, mithral scroll case, piton (10), soap, terex's tiny spellbook[APG], trail rations (5), waterskin, 144 gp, 7 sp
Organization tool: a remarkable piece of twisted and rune-cover glass - this roughly rod-shape tool serves thieves tools against magical devices, it give +7 to effort to disable these and can be used to open gates and other otherwise inaccessible magical phenomena.
Branch of crystal-mirror wood
Wand of Produce Flame (50)
Wand of Shocking Grasp (CL 5) (47)
Wand of Silence (50)
Wand of Web (45)
Wand of Scorching Ray (Level 11, 43)
Scroll of Remove Fear
Scroll of Remove Curse
Scroll of Remove Disease
Scroll of Remove Paralysis
4x Scroll of Plane Shift
Personal library plane
~7000 gp worth of books
Shelving and furnishings
1 6th-level copy of Terexaltherin
*Versatile Performance: Thoughtsong (Oratory)
*Guile Pool: 4/4
>Font of Inspiration
*Inspiration Pool: 4/4
*Secret: Investigative Knack: Expanded Inspiration
Spheres of Power Magic Talents
Casting Tradition: Consciousness Linked, Mental Focus, Rigorous Concentration, Witchmarked (shimmering horns), Empath
Caster level 7, MSB 14, MSD 25
Spell Points: 16/16
An intelligent piece of the dimensions themselves ... it's hard to fathom what strange plane this thing was ripped out of. But something or some carved out it and took it a world near this one... So, the *intelligent*, neutral aligned artifact. The thing has a will and mind of it's own, both alien... It chose to leave Meren and be found by the party. It found him dull and weak. It's whimsical and demanding - it expects Meren will try to regain control of it when the party arrives to attack Meren and it simply wants whoever is stronger to win (will versus will). It's both powerful and dangerous - it seeks entertainment in situations like this. It may be kept in check by providing it various kinds of entertainment, however.
It's powers are:
- Create parallel Demi-plane (once per month, requires 5,000 gp material; orachalcum or diamond dust)
- Jump between "near" dimensions (2x day)
- View "near" dimensions (x4 day)
- Create demi-plane ghosts... (duplicates of the user like the simulacrum spell except with a psychic link of 1000 feet that extends to "near" dimension. Requires 2000 gp material; orachalcum or diamond dust).
Acid splash, Dancing Lights, Detect Magic, Message, Ray of Frost, Read Magic, Spark
Air Bubble, Alarm, Chill Touch, Endure Elements, Expeditious Retreat, Floating Disk, Magic Missile, Shield, Unseen Servant, Comprehend Languages
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bookish Rogue By studying a spellbook for 10 min, you can change your minor or major magic spell.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (60 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Expertise +5 (Ex) Gain a bonus to find or disable magic traps and use magic device to activate scrolls & wands.
Major Magic (Shield, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Read Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Poison: - Injury (DC 19) (Ex) Poison—Injury; save Fort DC 12 + 1/2 HD + Con modifier; freq 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save.
Signature Wand (1/day) (Ex) After 1 hr, can choose a wand to draw as a free action and requires no UMD check to activate. (Currently Scorching Ray wand)
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (22) You have Spell Resistance.
Telepathy (90 feet) (Su) Communicate telepathically if the target has a language.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wand Adept (Ex) Can use Dex instead of Cha for Use Magic Device when activating wands.
Fast Stealth No penalty to stealth while moving full speed
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Terexaltherin comes from a world ruled by dragons, with mighty true dragons at the top. Pseudodragons like Terex occupied a curious place in the heirarchy. As a sort of dragon, they were respected... but as small, 'harmless' creatures they were viewed with a certain amount of disdain, especially by other types of dragons.
Terex was a particularly large and athletic pseudodragon, but his most noticeable characteristic was his curiosity. From a young age he proved to be insatiably inquisitive about nearly everything, always sneaking into places and listening to people just because he wanted to know more about what was going on. Learning to read simply made him a voracious reader, and soon his non-draconic acquaintances took to calling him 'The Little Bookwyrm'.
It was this curiosity that led to him into contact with the Organization, as he was (again) snooping around where he shouldn't have been. After giving one of the Organization's wizards a bit of a shock, he ended up helping them with the problem at hand by scouting around. When their work on the world was done, the same wizard offered Terexaltherin a chance to become his familiar, and Terex, enthusiastic about the idea of entire other worlds and planes to see, eagerly accepted.
He served as a familiar for a time, but eventually the itch to explore on his own grew too great, so he parted ways with his wizard friend, though they remain on amicable terms. Since then he's served the Organization as a rather unconventional agent, combining the bits of magic lore he's picked up with his natural pseudodragon stealth and some minor psychic powers from stretching his native telepathy to come at problems from unexpected angles...
...when he can be coaxed out of the nearest library.