Talgoren

Zhal Peng's page

123 posts. Organized Play character for thestrongangel.


Full Name

Zhal Peng

Race

Peri-blooded Aasimar (Emberkin)

Classes/Levels

Cl3/Wiz3/Myt4 HP 47/47

essential stats:
Perception +13, Init +0, darkvision 60 ft., Fort +7, Ref +5, Will +13; +2 trait bonus vs. charm and compulson, Sense Motive +16

Gender

Male

Size

Medium

Age

75

Alignment

NG

Deity

Nethys

Strength 10
Dexterity 10
Constitution 10
Intelligence 24
Wisdom 16
Charisma 12

About Zhal Peng

Crunch:
Zhal Peng
Male Peri-Blooded Aasimar (Emberkin) Cleric (Separatist) of Nethys 3/Mystic Theurge 4/Wizard 3
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 10, touch 10, flat-footed 10
hp 47 (3d8+7d6+2)
Fort +7, Ref +5, Will +13; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee quarterstaff +5 (1d6)
Special Attacks channel positive energy 4/day (DC 12, 2d6), hand of the acolyte (6/day)
Spell-Like Abilities (CL 10th; concentration +11)
. . 3/day—dancing lights
. . 1/day—pyrotechnics (DC 13)
Cleric (Separatist) Spells Prepared (CL 7th; concentration +10):
4th—divination [D], summon monster iv
3rd—dispel magic [D], invisibility purge, magic circle against evil, stone shape
2nd—align weapon, grace (2), lesser restoration, magic mouth [D] (DC 15)
1st—bless, comprehend languages [D], divine favor, liberating command (2), protection from evil
0 (at will)—create water, detect magic, light, stabilize
[D] Domain spell; Domains Knowledge, Magic, Memory
Wizard Spells Prepared (CL 9th; concentration +16):
4th—black tentacles, dragon's breath [S] (DC 22), resilient sphere (DC 22)
3rd—daylight, fireball [S] (DC 21), fireball (DC 21), fly, haste
2nd—create pit (DC 19), glitterdust (DC 19), invisibility, scorching ray, toppling magic missile [S], toppling magic missile
1st—burning hands [S] (DC 19), color spray (DC 18), floating disk, magic missile (2), protection from evil, snowball (DC 18)
0 (at will)—ghost sound (DC 17), prestidigitation (DC 17), ray of frost, read magic
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Statistics
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Str 10, Dex 10, Con 10, Int 24, Wis 16, Cha 12
Base Atk +5; CMB +5; CMD 15
Feats Greater Spell Penetration, Spell Focus (evocation), Spell Penetration, Theurgy, Toppling Spell, Varisian Tattoo
Traits birthmark, magical knack
Skills Appraise +12, Diplomacy +14, Knowledge (arcana) +18, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +17, Knowledge (religion) +18, Linguistics +15, Perception +13, Sense Motive +16, Spellcraft +22; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Elven, Infernal, Kelish, Osiriani, Polyglot, Skald, Sylvan, Other Language, Tien, Varisian, Vudrani
SQ arcane bonds (arcane bond [staff of fire]), aura, combined spells, domains (magic), forbidden rites (memory), force missile, intense spells, opposition schools (enchantment, necromancy), recall, specialized schools (evocation)
Combat Gear elemental metamagic rod (lesser, cold), extend metamagic rod (lesser), pearl of power (1st level), pearl of power (1st level), pearl of power (2nd level), piercing metamagic rod (lesser), reach metamagic rod (lesser), scroll of acid pit, black tentacles, dimension door, dragon's breath (CL 8th), invisibility, greater, resilient sphere (CL 8th), scroll of restoration, staff of fire, toppling metamagic rod (lesser), wand of cure light wounds, wand of cure light wounds, wand of mage armor (50 charges), wand of magic missile; Other Gear quarterstaff, boots of the cat, cloak of resistance +2, deathwatch eyes, first aid gloves, first aid gloves, handy haversack, headband of vast intelligence +4, sleeves of many garments, axe beak, 102 gp
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Special Abilities
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Arcane Bond (Staff of fire) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Boots of the cat When falling, always land on feet and take the minimum damage.
Cleric (Separatist) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric (Separatist) Domain (Memory) Associated Domain: Knowledge
Cleric Channel Positive Energy 2d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental metamagic rod (lesser, cold) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 1,500 gp
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Force Missile (10/day) (Sp) Magic Missile hits for 1d4+1
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Piercing metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Piercing Spell; Cost 1,500 gp
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Recall (+3) (6/day) (Su) Touched creature can retry a failed knowledge check with a +3 bonus
Scroll of acid pit, black tentacles, dimension door, dragon's breath (CL 8th), invisibility, greater Add this item to create a scroll with spells on it.
Scroll of restoration Add this item to create a scroll with spells on it.
Sleeves of many garments Transform current clothes into any non-magical new form.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Theurgy Augment arcane spells with divine energy and divine spells with arcane energy
Toppling metamagic rod (lesser) (3/day) The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Toppling Spell; Cost 1,500 gp
Toppling Spell Spell with the force descriptor knocks targets prone.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.

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Axe beak
Axe Beak
N Large animal
Init +3; Senses low-light vision; Perception +9
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Defense
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AC 14, touch 12, flat-footed 11 (+3 Dex, -1 size, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +1
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Offense
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Speed 50 ft.
Melee bite +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
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Statistics
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Str 18, Dex 17, Con 16, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +7; CMD 20
Feats Run, Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +9
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.

Chronicle Sheets:
Intro 1: In Service to Lore
Intro 3: Vision of Betrayal
Intro 2: To Delve the Dungeon Deep
Module: The Godsmouth Heresy
00-06: Black Waters
02-13: Murder on the Throaty Mermaid
03-09: The Quest for Perfection: Edge of Heaven
01-52: City of Strangers 2: Twofold Demise
01-47: The Darkest Vengence
00-23: Tide of Morning
03-23: Goblinblood Dead
03-11: Quest for Perfection: On Hostile Waters
04-22: Glories of the Past 1: Halls of Dwarven Lore
03-13: Quest for Perfection: Defenders of Nesting Swallow
04-02: In Wrath's Shadow
00-14: The Many Fortunes of Grandmaster Torch
PFS Exclusive: Day of the Demon
05-02: The Wardstone Patrol
05-03: The Hellknight Feast
Special: Siege of the Diamond City
04-13: Fortress of the Nail
Module: Realm of the Fellknight Queen
05-05: The Elven Entanglement
02-08: The Sarkorian Prophecy

Boons:
02-08:Glimpse of the Future - 60% accuracy augury - 1 use
Fellknight Queen:
Touching the First World - +1 Knowledge Nature when dealing with Fey
Friends of the Fey Court - +2 Diplomacy checks against Fey
04-13: Respect of the Nail - Order of the Nail remembers standing up for Law
Special: Siege-hardened: +1 weapon damage against demon subtype, cross off to increase caster level by 3 against demon.
05-02 Mendevian Commendation: +1 cha based skill checks with crusaders of Mendev
Exclusive: Scholar of the Gates Ajar: +2 competence bonus to knowledge planes or religion concerning demons, devils and daemons.
Godsmouth Heresy:
Pharasma's Blessing - reroll attack or save against an undead before results are known - single use
Intro3: Kayle's blessing - +1 luck bonus saving vs Dragon breath weapon. 3 uses.
Intro2: Debt of the Kirin - letters of credit for Way of the Kirin