
Full Name |
Theriahm |
Classes/Levels |
HP: 64/64| AC: 20 (12 Tch, 18 Fl) | CMD: 14 | F: +4, R: +5, W: +6 (+2 vs. enchantments)| Init: +9 | Perc: +6 (low-light), SM: +4 | Oracle Spells 1st 2/8 - 2nd 3/7 - 3rd 3/5 - Sorc 1st 5/5 | Active: Mage Armor, Shield, Bless |
Gender |
half-elf oracle 6/sorcerer (mongrel mage) 1/evangelist 1 |
Strength |
7 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
9 |
Wisdom |
8 |
Charisma |
24 |
About Theriahm
Theriahm
Male half-elf evangelist 1/oracle 6/sorcerer (mongrel mage) 1 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 122, Pathfinder RPG Advanced Player's Guide 42)
CN Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 64 (8 HD; 1d6+7d8+23)
Fort +4, Ref +5, Will +6; +2 vs. enchantments
Immune sleep, fatigue
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Offense
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Speed 20 ft.
Melee quarterstaff +2 (1d6-2)
Ranged light crossbow +6 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +10)
. . 10/day—elemental ray (1d6 acid)
Oracle Spells Known (CL 6th; concentration +15)
. . 3rd (5/day)—cure serious wounds, daylight, invisibility purge
. . 2nd (7/day)—cure moderate wounds, hold person (DC 19), hypnotic pattern (DC 19), life pact[ACG]
. . 1st (8/day)—bless, color spray (DC 18), cure light wounds, liberating command[UC], protection from evil, sanctuary (DC 18)
. . 0 (at will)—create water, detect poison, guidance, light, mending, purify food and drink (DC 17), stabilize
. . Mystery Heavens
Sorcerer (Mongrel Mage) Spells Known (CL 1st; concentration +10)
. . 1st (5/day)—feather fall, infernal healing[ISWG]
. . 0 (at will)—acid splash, detect magic, read magic, resistance
. . Bloodline Elemental
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Statistics
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Str 7, Dex 14, Con 14, Int 9, Wis 8, Cha 24
Base Atk +4; CMB +2; CMD 14
Feats Deific Obedience, Elven Spirit[ARG], Eschew Materials, Extra Revelation[APG], Improved Initiative, Skill Focus (Spellcraft)
Traits elven reflexes, focused mind
Skills Acrobatics +2 (-2 to jump), Appraise +3, Bluff +11, Diplomacy +13, Heal +3, Intimidate +11, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (religion) +5, Linguistics +3, Perception +6 (+10 to avoid surprise), Sense Motive +4, Spellcraft +10 (+12 to identify magic item properties), Survival +3, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Osiriani, Common, Elven
SQ +4 to perception to avoid surprise, bloodline arcana (change energy damage spells to match bloodline energy), elf blood, elven magic, mongrel reservoir (7 rounds), oracle's curse (lame), revelations (awesome display, guiding star, moonlight bridge[APG])
Combat Gear cold iron crossbow bolts (50), scroll of charm person, color spray, obscuring mist, scroll of infernal healing, monkey fish, resist energy, wand of cure light wounds, wand of mage armor (10 charges), wand of magic missile, wand of shield (50 charges); Other Gear light crossbow, quarterstaff, aegis of recovery[UE], boots of levitation, cloak of the night sky, headband of alluring charisma +2, ioun torch ioun stone[APG], sleeves of many garments[UE], backpack, bedroll, belt pouch, cheat sheath[ACG], cheat sheath[ACG], flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 19,706 gp
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Special Abilities
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+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Awesome Display -7 (Su) Your Illusion (pattern) spells treat observers as -7 HD lower than their actual HD.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Acid energy.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Elemental Ray (1d6 acid, 10/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Guiding Star +7 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mongrel Reservoir (4/day) (Su) New weak bloodline each day. As a swift action, use points to empower.
Moonlight Bridge (60', 7/day, DC 20) (Su) Create a 60' bridge of moonlight from your position. It lasts 24h or until you cross it.
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Inner Struggle: Hold off Mind Compulsion stunned with new save
Gift of the Ghale - Use Once (Aid, Detect Thoughts, Lesser Restore, See Invisibility)
New Recruit (J. Dacilane) - Cast one spell off of spiritualist list once
Enlightened Ambassador -Iroran monk trance 1 time only
Tar Kuata Initiate - retrain monk levels cheap
Jeweled Recruiter: +2 Sense Motive once per scenario
Back to the Grave - Insight bonus against undead once
History of the Sands - Kn Hist or Rel as lore master (nat 20) once
Trusted in Tamran - Venture Captain offers ammo to buy once
Ley Line Scholar: +1 bonus to your effective CL in Amanandar, Jinin, Wanshou, and Zi Ha.
Blessing of Malikeen: Statuette of endure elements (cold)
Spirits of the Past: Use Medium's shared seance once
Curious Pipefox - DC 25 Knowledge Check Once or Familiar
Valais’s Wisdom: Reroll Save vs demon possesion or compulsion once
Kobold Friend +2 Diplo Reptilian humanoids
Impressive Influence - Blakros Matrimony
Air Spirit’s Blessing: Use either feather fall, fly, gust of wind, lightning bolt, or wind wall, once.
Hellknights’ Respect: Train as Hellknight
Reinforced Alliance: +2 on all CH skills against members of a Hellknight order
Teetering Alliance:-2 on all CH skills against members of a Hellknight order
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