Tiefling

Vordrek's page

283 posts. Organized Play character for SodiumTelluride.


Full Name

Vordrek

Race

Tiefling

Classes/Levels

Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 75/75 | Fort +8, Ref +5, Will +14 | CMB +6, CMD 17 | Initiative +1 | Perception +11 (darkvision)

Gender

Male

Size

Medium

Age

Middle-aged

Special Abilities

Intense Spells +1, Force Missile 6/day, Channel positive energy 2d6 1/day, Hand of the Acolyte 8/day, Battle Rage 8/day

Alignment

True Neutral

Deity

Nethys

Languages

Abyssal, Common, Draconic, Goblin, Infernal, Orc (understands all)

Strength 12
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 20
Charisma 6

About Vordrek

PFS #: 89635-3
XP: 28
Prestige: 43
Fame: 49
Vanity: Temple

Variant tiefling bloodline: Oni-blooded (Hungerspawn)

Wizard arcane school: Evocation
Prohibited schools: Abjuration, Enchantment

Cleric archetype: Separatist
Domains: Magic, War (Blood subdomain)

AC: 15/11/14 (+1 Dex, +2 armor, +2 natural armor)

Cleric spells/day: (caster level 7)
0th (DC 15): 4
1st (DC 16): 6+D
2nd (DC 17): 4+D
3rd (DC 18): 3+D
4th (DC 19): 2+D

Wizard spells/day: (caster level 9)
0th (DC 13): 4
1st (DC 14}: 6+E+amulet
2nd (DC 15): 4+E+amulet
3rd (DC 16): 3+E
4th (DC 17): 2+E
+1 DC to evocation

Cleric spells prepared:
0th (DC 15): create water, guidance, light, stabilize
1st (DC 16): magic weapon (D), burning disarm, command x2, detect undead, 1 open
2nd (DC 17): spiritual weapon (D)(E) x2, hold person, 1 open
3rd (DC 18): dispel magic (D), 1 open
4th (DC 19):

Wizard spells prepared:
0th (DC 13): detect magic, mage hand, message, open/close
1st (DC 14): magic missile (E) x3, burning hands (E) x2, enlarge person x2
2nd (DC 15): scorching ray (E) x2, see invisibility, ice slick, levitate
3rd (DC 16): lightning bolt (E), fireball (E), dispel magic
4th (DC 17): arcane eye, confusion, ice storm (E)

Spellbook:
0th: all
1st: burning hands, enlarge person, feather fall, magic missile, shadow weapon, shocking grasp, alarm, charm person, comprehend languages, color spray, detect secret doors, expedious excavation, floating disc, protection from evil, shield, true strike, ventriloquism
2nd: aggressive thundercloud, ice slick, levitate, spontaneous immolation, arcane lock, false life, fox's cunning, locate object, resist energy, scorching ray, see invisibility, touch of idiocy
3rd: fireball, twilight knife, clairaudience/clairvoyance, dispel magic, displacement, greater magic weapon, hydraulic torrent, lightning bolt, seek thoughts, tongues
4th: arcane eye, confusion, detect scrying, fear, ice storm, wall of fire
5th: dominate person, fire snake, prying eyes, telepathic bond, teleport
6th: chain lightning, contingency, eyebite, legend lore, true seeing
7th: greater arcane sight, greater scrying, prismatic spray

Domain abilities:
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

School abilities:
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Melee: masterwork dagger +6, 1d4+1
Ranged: force missile 6/day, 1d4+1 or hand of the acolyte (dagger) +9, 1d4+1, 7/day, 30 ft

Skills:
Craft (alchemy) +8
Diplomacy +2
Disguise +0
Heal +15
Intimidate +0
Knowledge (arcana, geography , religion) +9
Knowledge (planes) +8
Knowledge (all others) +7
Linguistics +7
Perception +11
Spellcraft +13

Feats: Spell Focus (evocation), Armor of the Pit, Toughness, Theurgy, Spell Penetration, Greater Spell Penetration

Traits: Magical Knack (wizard), Beacon of Faith

Equipment: backpack, bedroll, spell component pouch, cloak of resistance +1, ring of feather fall, wand of summon monster I (CL 3, 7 charges), wand of false life (CL 3, 4 charges), wand of cure light wounds (36 charges), pearl of power 1st, headband of inspired wisdom +2, eastern star ioun stone, holy symbol of Nethys, amulet of spell cunning (bonded item), +1 spell storing silken ceremonial armor, Quest Eternal spellbook (with preparation ritual), 38,770.9 gp

BAB +5

Chronicles waiting:
The Price Of Infamy (level 11)
From Hell's Heart (level 13)