Race |
Init: +1 Perception: +3 <Darkvision 60> || |
Classes/Levels |
|
Gender |
HP: 45/45 || AC: 29 T: 12 FF: 28 CMD: 21 || F: +9 R: +5 W: +6 || Resist 5 (Cold, Electricity, Fire) || |
Alignment |
LN |
Deity |
Asmodeus |
Languages |
Azlanti, Common, Infernal, Shoanti, Skald, Varisian |
Occupation |
Barrister |
Strength |
18 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
8 |
Charisma |
10 |
About Thokzazt
Thokzazt
Male daemon-spawn tiefling occultist (battle host) 6 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 46, 100)
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 29, touch 12, flat-footed 28 (+11 armor, +1 deflection, +1 Dex, +2 natural, +4 shield)
hp 45 (6d8+12)
Fort +9, Ref +5, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine heavy mace +10 (1d8+6) or
dagger +9 (1d4+5/19-20) or
mwk cold iron heavy mace +10 (1d8+5)
Spell-Like Abilities (CL 6th; concentration +6)
At will—deathwatch
Occultist Spell-Like Abilities (CL 6th; concentration +9)
1/day—spirit warrior
Implement Schools
Abjuration (Sweet Armor, 4 points) Resonant—warding talisman; Focus—mind barrier
Transmutation (Sweet Armor, 7 points) Resonant—physical enhancement (strength); Focus—legacy weapon, quickness, size alteration, sudden speed
Occultist (Battle Host) Spells Known (CL 6th; concentration +9)
2nd (4/day)—resist energy, weapon of awe[APG] (DC 15)
1st (5/day)—feather fall, shield
0 (at will)—message, resistance
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Statistics
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Str 21, Dex 12, Con 14, Int 16, Wis 8, Cha 10
Base Atk +4; CMB +9; CMD 21
Feats Armor Of The Pit[ARG], Extra Mental Focus[OA], Power Attack, Shield Focus
Traits armor expert, pragmatic activator
Skills Acrobatics -4 (-8 to jump), Appraise +7, Intimidate +6, Knowledge (arcana) +12, Knowledge (history) +7, Knowledge (local) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +7, Perception +3, Profession (barrister) +3, Sense Motive +3, Spellcraft +12, Survival -1 (+1 to avoid becoming lost), Use Magic Device +12 (+15 with weapons, armor, and shields)
Languages Azlanti, Common, Infernal, Shoanti, Skald, Varisian
SQ battle reading, battle skill, heroic splendor, implements 4, mental focus (11/day), panoply bond
Combat Gear wand of cure light wounds, alchemist's fire (2), antiplague[APG] (2), antitoxin (2), artoku's fire (5); Other Gear +2 restful Hellknight plate[ISWG], +1 heavy steel shield, +1 adamantine heavy mace, dagger, mwk cold iron heavy mace, flawed gold nodule ioun stone, ring of protection +1, wayfinder[ISWG], backpack, bedroll, belt pouch, disguise kit, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], sunrod (2), thread (50 ft.), trail rations (7), waterskin, whetstone, paid for roof repair (portent's peril) (worth 25 gp), 7,545 gp
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Tracked Resources
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Alchemist's fire - 2/2
Antiplague - 0/2
Antitoxin - 0/2
Artoku's fire - 2/5
Dagger - 0/1
Deathwatch (At will) - 0/0
Disguise kit (10 uses) - 0/10
Heroic Splendor (1/day) (Su) - 0/1
Light (At will) - 0/0
Mental Focus (11/day) (Su) - 11/11
Mental Focus: Abjuration Assigned (11 focus) - 4/11
Mental Focus: Abjuration Spent (4 focus) - 0/4
Mental Focus: Transmutation Assigned (11 focus) - 7/11
Mental Focus: Transmutation Spent (7 focus) - 0/7
Restful (1/day) - 0/1
Spirit Warrior (1/day) (Sp) - 0/1
Sunrod - 0/2
Trail rations - 1/7
Wand of cure light wounds - 5/50
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Special Abilities
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Abjuration (Sweet Armor) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Battle Reading (Su) Use object reading only on weapons, armor, and shields.
Battle Skill +3 Add half level on Use Magical Device checks with armor, weapons, and shields.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Heroic Splendor (1/day) (Su) Give yourself +4 insight bonus to physical stat for 1 minute.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Mental Focus (11/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-12 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Panoply Bond (Su) You bond with a specific weapon, suit or armor, or shield.
Physical Enhancement +4 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quickness (6 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Spirit Warrior (1/day) (Sp) Summon spirit of dead warrior to fight with you, as spiritual ally.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Transmutation (Sweet Armor) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.
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