Necromancer

Tyranius Bel-Baator's page

109 posts. Organized Play character for Tyranius.


Full Name

Tyranius Bel-Baator

Race

Human (5.0A) Cleric 5 | HP 28/28 | AC 18; T 10; FF 18 | F +6; R +3; W +8 | CMB +3; CMD 13 | Init +0 | Perc +2

Classes/Levels

Consumables:
CNE 8/8 | Blast Rune 4/5 | Hell's Corruption 5/5 | Wands: CLW 50/50

Strength 10
Dexterity 10
Constitution 10
Intelligence 8
Wisdom 14
Charisma 20

About Tyranius Bel-Baator

Tyranius Bel-Baator

Male human (Chelaxian) cleric of Mephistopheles 5
LN Medium humanoid (human)
Init +0; Senses Perception +2

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Defense
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AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)

hp 28 (5d8)

Fort +6, Ref +3, Will +8

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Offense
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Speed 30 ft.

Melee cold iron sickle +3 (1d6) or

mwk sickle +4 (1d6) or

silver sickle +3 (1d6-1) or

unarmed strike +3 (1d3 nonlethal)

Ranged mwk light crossbow +4 (1d8/19-20)

Special Attacks blast rune, channel negative energy 8/day (DC 21, 3d6), hell's corruption (2 rounds,
5/day)

Domain Spell-Like Abilities (CL 5th; concentration +7)
5/day—blast rune

Cleric Spells Prepared (CL 5th; concentration +7)

3rd—chain of perdition UC, tonguesD

2nd—hold person (DC 16), path of glory ACG, lesser restoration , share
language D,APG (DC 14)

1st—bless, bless, cause fear (DC 13), commandD (DC 15), murderous command UM (DC 15)

0 (at will)— bleed (DC 12), detect magic , light, read magic

D Domain spell; Domains Rune (Language subdomain), Devil (Law) Evil (Devil (evil) subdomain)

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Statistics
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Str 10, Dex 11, Con 10, Int 8, Wis 14, Cha 20

Base Atk +3; CMB +3; CMD 13

Feats Greater Spell Focus (enchantment), Improved Channel, Selective
Channeling, Spell Focus
(enchantment), Spell Focus (evocation)

Traits flames of hell, sacred conduit

Skills Acrobatics +3, Climb +1, Diplomacy +10, Knowledge (arcana) +3, Knowledge (history) +3,
Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +4, Profession (torturer) +7,
Spellcraft +3, Survival +2 (+4 to avoid becoming lost)

Languages Common

SQ variant channeling (fire variant channeling UM)

Combat Gear wand of cure light wounds , acid (2); Other Gear +1 mithral chain shirt , +1 mithral heavy
steel shield , cold iron sickle, crossbow bolts (20), mwk light crossbow, mwk sickle, silver sickle, boots of
the cat UE, cloak of resistance +2 , ioun torch ioun stone APG, wayfinderISWG, backpack, bedroll, belt pouch,
candle (10), flint and steel, hemp rope (50 ft.), holy text UE, mess kit UE, piton (10), pot, soap, spell
component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Mephistopheles, 5,021
gp, 5 sp

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Tracked Resources
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Acid - 0/2
Blast Rune (5/day) (Sp) - 0/5
Cleric Channel Negative Energy 3d6 (8/day, DC 21) (Su) - 0/8
Crossbow bolts - 0/20
Hell's Corruption (2 rounds, 5/day) (Su) - 0/5
Light (At will) - 0/0
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50

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Special Abilities
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Blast Rune (5/day) (Sp) Blast Rune trap deals 1d6+2 energy damage.

Boots of the cat When falling, always land on feet and take the minimum damage.

Cleric Channel Negative Energy 3d6 (8/day, DC 21) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.

Cleric Domain (Language)
Devil

Fire Variant Channeling Enhanced healing/damage for fire/cold creatures

Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.

Hell's Corruption (2 rounds, 5/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse
of 2 rolls for skill checks.

Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon
it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free.
It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp

Selective Channeling Exclude targets from the area of your Channel Energy.

Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is
typically made from silver and bears gold accents. With a command word, you can use a wayfinder to
shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a
+2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small
indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its
normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the
magic of the wayfinder itself (see Seeker of Secrets page 51).