Sheila Heidmarch

Zera Vieth's page

57 posts. Organized Play character for Blaydsong.


Full Name

Zera Vieth

Race

| HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft.

Classes/Levels

| Speed 30 ft | Active conditions: None |

Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Gender

|LN| tiefling (human-looking) Vigilante (Warlock) 1

Size

M

Alignment

LN

Deity

Iomedae

Strength 12
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 13

About Zera Vieth

Zera Vieth
Female tiefling (human-looking) vigilante (warlock) 1
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee rapier +1 (1d6+1/18-20) or
. . mystic bolt (fire) +1 (1d6 fire)
Range mystic bolt (fire) +2 (1d6 fire)
Spell-Like Abilities (CL 1st; concentration +2)
. . At will—deathwatch
Vigilante (Warlock) Spells Prepared (CL 1st; concentration +4)
. . 1st (2)—icicle dagger[UM], Shield
. . 0 (3;at will)—detect magic, ghost sound (DC 13), touch of fatigue (DC 13)
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Statistics
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Str 12, Dex 14, Con 12, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +1; CMD 15
Feats Combat Expertise
Traits hard to pin down, threatening defender
Skills Acrobatics +5, Bluff +7, Diplomacy +5, Disguise +1 (+21 to appear as part of polite society while in your social identity), Intimidate +5, Knowledge (nobility) +7, Perform (dance) +5, Sense Motive +5, Stealth +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Infernal, Kelish, Osiriani
SQ dual identity, mystic bolt (mystic bolt [fire][UI]), mystic bolts, pass for human, social talent (transformation sequence)
Other Gear studded leather, dueling dagger, rapier, backpack, belt pouch, blanket[APG], noble's outfit, torch (10), trail rations (5), warlock starting spellbook, waterskin, 8 gp

Warlock Spellbook:

0-Level
Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

1st level
Icicle Dagger
Infernal Healing
Shield
Thunderstomp
Urban Grace
Vanish


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Special Abilities
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Combat Expertise -0/+2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
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.
Mystic Bolt (Fire) 1d6 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Transformation Sequence (Su) Your transformation between identities is assisted by magic, and much faster.