Full Name |
Vordrek |
Race |
Tiefling Wizard 3/Cleric 3/Mystic Theurge 4 | AC: 15/11/14 (+bestow curse) | HP: 75/75 | Fort +12, Ref +7, Will +17 | CMB +6, CMD 17 | Initiative +1 | |
Classes/Levels |
Perception +12 (darkvision) | Active conditions: |
Gender |
Male |
Size |
Medium |
Age |
Middle-aged |
Special Abilities |
Intense Spells +1, Force Missile 8/day, Channel positive energy 2d6 1/day, Hand of the Acolyte 10/day, Battle Rage 10/day |
Alignment |
True Neutral |
Deity |
Nethys |
Languages |
Abyssal, Common, Draconic, Goblin, Infernal, Orc (understands all) |
Strength |
12 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
20 |
Wisdom |
22 |
Charisma |
6 |
About Vordrek
PFS #: 89635-3
XP: 29
Prestige: 45
Fame: 51
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 16): 4
1st (DC 17): 6+D
2nd (DC 18): 5+D
3rd (DC 19): 3+D
4th (DC 20): 2+D
Wizard spells/day: (caster level 9)
0th (DC 15): 4
1st (DC 16): 6+E+amulet
2nd (DC 17): 4+E+amulet
3rd (DC 18): 3+E
4th (DC 19): 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 x2, command x2, divine favor, 1 open
2nd (DC 17): spiritual weapon (D)(E) x3, hold person x2, 1 open
3rd (DC 18): dispel magic (D), bestow curse (armor), 1 open
4th (DC 19): divine power (D), freedom of movement, holy smite
Wizard spells prepared:
0th (DC 13): detect magic, mage hand, message, open/close
1st (DC 14): magic missile (E) x4, burning hands (E) x2, enlarge person x2
2nd (DC 15): scorching ray (E) x2, see invisibility, ice slick, levitate x2
3rd (DC 16): lightning bolt (E), fireball (E), dispel magic x2
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) +10
Diplomacy +2
Disguise +0
Heal +16
Intimidate +0
Knowledge (arcana, geography , religion) +11
Knowledge (planes) +10
Knowledge (all others) +9
Linguistics +9
Perception +12
Spellcraft +15
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 +3, 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 mental prowess +4, 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), 2,171.9 gp
BAB +5
Chronicles waiting:
The Price Of Infamy (level 11)
From Hell's Heart (level 13)