Marcos Farabellus

Theodric Milan's page

296 posts. Alias of Pirate Rob.

Full Name

Theodric Milan


HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise


Prescience (6/9) | ISA (1/1)


Human Male - Evangelist of Pharasma 9

Strength 10
Dexterity 20
Constitution 12
Intelligence 22
Wisdom 12
Charisma 7

About Theodric Milan

Male human arcane trickster 2/brawler (snakebite striker) 1/evangelist 3/diviner (foresight[APG]) (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Advanced Player's Guide 145, Ultimate Wilderness 210)
N Medium humanoid (human)
Init +16; Senses Perception +13
AC 21, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 shield)
hp 72 (9 HD; 5d6+3d8+1d10+27)
Fort +6, Ref +11, Will +6
Defensive Abilities share will
Speed 35 ft.
Melee +1 adamantine dagger +13 (1d4+1/19-20) or
. . mwk dagger +13 (1d4/19-20) or
. . unarmed strike +10 (1d6)
Special Attacks sneak attack +4d6
Spell-Like Abilities (CL 9th; concentration +7)
. . 2/day—silence (DC 10)
Diviner Spells Prepared (CL 9th; concentration +15)
. . 4th—greater invisibility, greater invisibility, named bullet[UC]
. . 3rd—haste, haste, tongues, twilight knife[APG]
. . 2nd—acid arrow, fiery shuriken[UC], fiery shuriken[UC], scorching ray, see invisibility, spider climb
. . 1st—burning hands (DC 18), feather fall, grease, magic missile, snowball[UW], summon monster I, true strike
. . 0 (at will)—acid splash, dancing lights, detect magic, mage hand
. . Opposition Schools Abjuration, Enchantment
Str 10, Dex 20, Con 12, Int 22, Wis 12, Cha 7
Base Atk +5; CMB +5; CMD 21
Feats Accomplished Sneak Attacker, Deific Obedience, Improved Initiative, Improved Unarmed Strike, Spell Focus (evocation), Toughness, Tribal Scars, Weapon Finesse
Traits magical knack, reactionary
Skills Acrobatics +19, Appraise +10, Disable Device +23, Escape Artist +23, Fly +9, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +18, Linguistics +12, Perception +13, Ride +9, Sense Motive +13, Sleight of Hand +9, Spellcraft +10, Stealth +17, Survival +5, Swim +4, Use Magic Device +10
Languages Aquan, Common, Hallit, Polyglot, Shoanti, Sylvan, Terran, Thassilonian, Tien, Vudrani
SQ arcane bond (Mango, dodo), brawler's cunning, forewarned, impromptu sneak attack, martial training, prescience (9/day), quietude, ranged legerdemain
Combat Gear lesser empower metamagic rod, potion of gaseous form, scroll of aram zey’s focus (x5), false life (x5), glitterdust (x4), sniper goggles[APG], wand of heightened awareness (49 charges), wand of infernal healing (46 charges), wand of mage armor (45 charges), wand of obscuring mist (50 charges), alchemist's fire, holy water (4), tangleburn bag[UE], tanglefoot bag; Other Gear mithral buckler, +1 adamantine dagger, mwk dagger, belt of incredible dexterity +4, headband of vast intelligence +2, vest of escape, hemp rope (50 ft.), masterwork thieves' tools, wizard starting spellbook, 398 gp
Special Abilities
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Quietude (Sp) forced quiet 3/day, silence 2/day, or hol person 1/day
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.