Drow Scout

Vorin's page

230 posts. Alias of Fobok.


Full Name

Vorin

Race

Drow

Classes/Levels

Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Gender

Male

Age

9

Alignment

CG

Deity

Desna

Strength 10
Dexterity 16
Constitution 8
Intelligence 14
Wisdom 10
Charisma 16

About Vorin

Vorin
Male drow sphere magus 2 (Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 18, touch 18, flat-footed 13 (+3 armor, +3 Dex, +2 dodge)
hp 11 (2d8-2)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Defensive Abilities canny defense +2; Immune sleep; SR 8
Weaknesses destructive touch, magical signs, somatic casting, verbal casting
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
. . destructive blast +4 touch (1d6) or
. . mwk rapier +6 (1d6/18-20) or
. . rapier +5 (1d6/18-20)
Ranged longbow +4 (1d8/×3)
Special Attacks arcane pool (+1, 0 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—dancing lights, darkness, faerie fire
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Statistics
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Str 10, Dex 16, Con 8, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 16
Feats Arcane Talent[APG], Combat Casting, Weapon Focus (rapier)
Traits - custom trait -, - custom trait -
Skills Acrobatics +5, Appraise +3, Climb +4, Handle Animal +4, Intimidate +7, Knowledge (local) +3, Perception +1, Ride +7, Sense Motive +0 (+2 to distinguish between true statements and exaggeration regarding esoteric topics), Sleight of Hand +5, Spellcraft +7, Swim +4
Languages Common, Elven, Gnome, Undercommon
SQ bloodied strike (1 bleed), casting, chosen weapon, combat training, cure, destructive blast, electric blast, finesse fighting, invigorate, poison use, restore, surface infiltrator[ARG], teleport, unarmored training +3
Combat Gear assisting gloves[APG], oil of magic weapon (2), potion of ant haul, potion of cure light wounds, potion of hide from undead, potion of protection from evil, potion of remove fear, potion of shield of faith +2 (2); Other Gear leather armor, dagger, longbow, mwk rapier, rapier, ioun torch ioun stone[APG], bedroll, belt pouch, blanket[APG], explorer's outfit, magus starting spellbook, masterwork backpack[APG], pathfinder chronicles, volume 11, signal whistle, silk rope (50 ft.), traveler's outfit, waterskin, 12 gp, 4 sp
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Special Abilities
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Arcane Pool +1 (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Talent (Prestidigitation, 3/day) You gain a chosen spell as a spell-like ability, 3/day.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Casting (CL 1, MSB +2, MSD 13, Concentration +5, DC 13) You can cast sphere effects.
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Training (DC 13) You have training in one or more combat spheres
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Electric Blast Destructive Blast deals electric damage
Destructive Touch You may only make a destructive blast as a melee touch attack
Drow Immunities - Sleep You are immune to magic sleep effects.
Duelist: Bloodied Strike (1 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Equipment: Finesse Fighting Use DEX in place of STR for attack/damage on light/finesse weapons
Equipment: Unarmored Training +3 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Life: Cure 1d8+1 (DC 13) Heal a target
Life: Invigorate (Up to 1 temp HP) Grant up to 1 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (8) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Warp: Teleport You can teleport yourself as a standard action

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