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Pathfinder Online - Mort - View Character
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Pathfinder Online

Mort (Mort) Pathfinder Society

Updated: 3:19 PM 3 November, 2012 View: CHARACTER SHEET, text [stripped]

Name:      Mort
Race:      Elf
Class:     Wizard
Faction:   Andoran
Alignment: Neutral Good
Deity: Nethys    
Domains:   
Age:  120     
Eyes: Green eyes that look slightly sad     
Hair: Blue      
Features:  Has dimples, is quite high strung. Dislikes going into water, and has a fear of dark places which is why she carries a torch with her at all times.Also is a wiseass.
Height:    6'1
Weight:    110 lb
Size:      M
Gender:    F
Level:     9
Exp:       25
Fame : 37
Prestige : 33


         Mod
Str: 10  +0
Dex: 16  +3
Con: 12  +1
Int: 22  +6
Wis: 10  +0
Cha: 10  +0

HP:       	 65/65 (36 base hp + 9(cons) + 9 favoured class +9 toughness)
Speed:    	 30 ft
 with armor:     30 ft

Familiar: Steam Mephit(Socks)
XP 800
N Small outsider (fire)
Init +6; Senses darkvision 60 ft.; Perception +6
 DEFENSE

AC 25, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, +1 size + 4 for level bonus to familiars + 2 shield)
hp 32(half masters hp); fast healing 2 (works only in boiling water or steam)
Fort +2, Ref +5, Will +3
DR 5/magic Immune fire
Weaknesses vulnerability to cold
 OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities (CL 6th)
1/day—summon (level 2, 1 mephit of the same type 25%),  blur 1/hour
 STATISTICS

Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)
 SPECIAL ABILITIES
Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a steam mephit is a cone of steam that deals 1d4 fire damage. The scalding water also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
Boiling Rain (Su)

Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell.

DC for breath weapon = 10+ 1/2 (HD - 7) + 1 cons + 1 racial mod = 15

Inventory:
Darkwood steel shield (wearing) - no ACP.
Wand of ill omen - 50 charges
Lucky rabbits foot necklace (+2 UMD)

_________________________________________________________________

Base Save
Fortitude: 4 = +3(base) +1 (con)
Reflex:    6 = +3(base) +3 (dex)
Will:      6 = +6(base) +0 (wis)

Base Attack = +4
CMB         = 4     = 4(base) + 0(str) + 0(size)
CMD         = 17    = 4(base) + 0(str) + 0(size) +3(dex) + 10


Attack Roll  Totals  =  Base  Abil    Size  Misc
-----------------------------------------------------
Melee        4     =  4     +0(str) +0
Ranged       7     =  4     +3(dex) +0
_____________________________________________________


Total AC        =  Base  Shield  Dex  Armour  Size   Misc
---------------------------------------------------------------
14 (standard)   =  10    +0      +3   +1      +0     +0
13 (vs touch)   =  10    --      +3   --      +0     +0
10 (flatfooted) =  10    +0      --   +0      +0     +0
_______________________________________________________________


Weapons         TAB     DMG                   Crit  Weight  Range  Size  Type
------------------------------------------------------------------------------------
Longbow          5      1d8                    x3    3lbs   100ft   M     P
Arrows (63)
Silver Arrows(40)
Longsword	 2      1d8               19-20/x2   4lbs    12ft   M     S
Quarterstaff     2      1d6                     x2   4lbs    12ft   M     B    
____________________________________________________________________________________


Armour                AC   Speed  Weight  Max Dex  Spell Failure  Check Penalty
-------------------------------------------------------------------------------
 
Haramaki	       +1   30 ft   1 lbs  None          0%           none
_______________________________________________________________________________


Skills                        Abil Mod  Abil  Ranks  Misc (details)
---------------------------------------------------------------------------
--Class----------------------
Climb                         str*  0 =  +0     0       +0 (0 AC penalty + familiar)
Profession                    wis   0 =  +0     0       +2(racial)
Spellcraft                    int   18 = +6     9       +3(class)
Swim                          str*  +0 =  +0     0       +0
Craft (jewelery)              int   10 =  +6     1       +3(class)
Appraise                      int   10 =  +6     1       +3(class)
Knowledge (arcana)            int   10 =  +6     1       +3(class)
Knowledge (dungeoneering)     int   11 =  +6     2       +3(class)
Knowledge (engineering)       int   10 =  +6     1       +3(class)
Knowledge (geography)         int   10 =  +6     1       +3(class)
Knowledge (history)           int   10 =  +6     1       +3(class)
Knowledge (local)             int   11 =  +6     2       +3(class)
Knowledge (nature)            int   11 =  +6     2       +3(class)
Knowledge (nobility)          int   10 =  +6     1       +3(class)
Knowledge (planes)            int   11 =  +6     2       +3(class)
Knowledge (religion)          int   11 =  +6     2       +3(class)
Linguistics                   int   10 =  +6     1       +3(class)
Fly                           dex   14 =  +3     8       +3(class)
Use Magic Device              cha   11 = +0      9       +4(trait + class)
--Cross Class---------------- ---------------------------------------------
Acrobatics                    dex*  +3 =  +3    0       +0
Bluff                         cha     =  +      0       +0
Disable Device                dex*
Diplomacy                     cha   9 =  +      9       +0 (headband skill)
Disguise                      cha     =  +      0       +0
Escape Artist                 dex*  12 =  +3    9       +0
Fly                           dex*    
Handle Animal                 cha     =  +      0       +0
Heal                          wis     =  +      0       +0(healer's kit)
Intimidate                    cha     =  +      0       +0
Perception                    wis   13 =  +0     9       +2(racial) +2 familiar
Ride                          dex*  0 =  +      0       +0
Sense Motive                  wis     =  +      0       +0
Stealth                       dex*    =  +      0       +0

___________________________________________________________________________
*armor check penalty applies


Feats
-------------------------
Toughness(lv 1),Familiar, arcane school, cantrips, Spell focus(conjuration)(lv 1 - replacement of scribe scroll), Greater Spell focus (conjuration)(lv3), improved Familiar(lv 5), heighten spell (lv 5 bonus feat), spell penetration (+2) - level 7 feat

Elemental spell(lightning - lv 9 feat)
_________________________


Traits
-------------------------
Underlying Principals
Desperate Focus
_________________________


Misc. Bonuses
---------------------------------------------------------------------------------
Low-light vision
_________________________________________________________________________________


Spells 
Lvl/Dom or School   Spell
0 ---------------------------------------------- 
 A  Resistance
 C  Acid Splash 
 D  Detect Magic
 D  Detect Poison
 D  Read Magic
 E  Dancing Lights 
 E  Flare          
 E  Light          
 E  Ray of Frost   
 I  Ghost Sound
 N  Disrupt Undead
 N  Touch of Fatigue
 N  Bleed
 T  Mage Hand
 T  Mending
 T  Message
 T  Open/Close
 T  Root
 U  Arcane Mark
 U  Prestidigitation

1 ---------------------------------------------- 

A  Shield
C  Mage Armor
C  Infernal Healing
D  Identify
D  Detect Secret Doors 	
E  Shocking Grasp
E  Magic Missile
E  Charm Person
E  Sleep
E  Hypnotism
E  Floating Disk
I  Colour Spray
I  Vanish
T  Jump
T  Expeditious Retreat
T  Feather Fall
N  Chill Touch
   Ray of Enfeeblement
T  Touch of the Sea
C  Air Bubble
   Comprehend languages
   Silent Image
   Flare Burst
   Obscuring mist
   Unseeen servant
   Endure elements
   Summon Monster I
   True Strike

2 ---------------------------------------------- 

C Create Pit
E Hideous laughter
E Scorching Ray
N Blindness / Deafnesss
T Levitate
C Flaming Sphere
  Blur
  Cats Grace
  Alter self
  False life
  Invisibility
  Fire breath
  Touch of idiocy
  Web
  Bulls strength
  Pryotechnics
  Levitate
  Fog Cloud
  Locate Object
  Bears Endurance
  Darkvision
  Eagle's Spendor
  Fox Cunning
  Knock
  Magic Mouth
  See Invisibility
  Spider climb
  Secret page
  Major image 
  Rope Trick

3 ----------------------------------------------

Hold person
Haste
Aqueous sphere
Stinking Cloud
Summon Monster III
Lightning bolt
Slow
Dispel Magic
Shrink item
Suggestion 
Fireball
Blink
Twilight knife
Fly
Seek Thoughts
Phanthom steed
Magic Circle
Greater Magic Weapon
Protection from energy

4--------------------------------------------------

Greater invisbility
Phantasmal Killer
Dimension door
Terrible Remorse
Confusion
Enerveration
Black Tentacles
Summon Monster IV
Ball Lightning

5--------------------------------------------------

Dismissal
Baleful Polymorph
Overland Flight
Break Enchantment

Spells Known/Slots (CL 1):
Magic missile(x2), Chill touch (x1),  Mage Armor(x1), Burning hands(x1), Vanish (x1) . Cantrips: Mage Hand, Read magic, Acid Splash, Detect Magic

Spells Known/Slots (CL 2):
Heightened snapdragon fireworks (x1), Glitterdust(x1), Heightened Burning gaze (x1), Detect thoughts (x1), Heightened magic missile(x1), (one spellslot not used)

Spells known/slots (CL 3):
Dispel magic, Fireball, Haste, Aqueous orb

Spells known/slots (CL4):
Ball Lightning,improved invisiblity, Dimension door

Spells known/slots (CL 5):
Overland flight, Break enchantment

0 All

Inventory
--------------------------------------------------------
Worn (excluding arms and armor)
 Arms  (1)  Muleback Cords 
 Bag   (1)  Handy Haversack - 5 lbs                       
 Bag   (1)  Bedroll  - 5 lbs                           
 Bag   (1)  Belt Pouch                         
 Back  (1)  
 Face  (1)  
 Head  (1) Headband of great intelligence (+2 int)  
 Neck  (1)  
 Torso (1)  
 Hands (1)  
 LHand (1)  
 RHand (1)  
 Feet  (1)  

In Backpack


On horse
(1)  Cold weather gear - 7 lbs
(15) rations -  7.5 lbs 

Spring loaded wrist sheathe (x2)
Loaded with 1 Scroll of enlarge person
Loaded with 1 scroll magic circle against evil



In Belt Pouch
Book Titled -"Activation of magic items for dummies, a guide for the rest of us" (+2 UMD skill)


Misc
Spell component pouch

In Handy haversack

(4) scrolls of unseen servant
(2) Smelling Salts
(2) Universal Solvent
(1)  Torch  
(2) Scrolls of Shield 
(1) Scroll of Feather Fall 
(1) Scroll of Disguise self
(1) Scroll of Jump
(1) Scroll of Charm Person
(2) Scrolls of Magic Missile 
(2) Scroll of magic weapon
(1) Scroll of mage armor
(2) Scrolls of glitterdust
(1) Ioun torch 
(1) wand of CLW (50 charges)  
(1) Pearl of Power
(4)  Tindertwigs
(3)  Sunrods
(1) String(50 ft) - 1/2 lbs
(1) Sewing needle
(1) Trade Goods- Fabrics, Linen (1 yrd)
(1) Signal Whistle
(10)  Powder - 5 lbs
(4) Scroll of Enlarge Person
(1) Scroll of Comprehend Languages
(1) Scroll of Obscuring Mist
(2) Scroll of Grease
(2) Scroll of Align Weapon
(1) Scroll of See invisibility
(1) Scroll of Fly
(2) Scroll of Endure elements
(2) Antiplague
(2) Antitoxin
(2) Potion of Cure light wounds
(7) Endure elements
(1) Scroll of levitate
(2) Protection from evil
(1) Scroll of dismissal
(1) Touch of the sea
(4) Scrolls of lead blades
(4) Scrolls of gravity bow
(5)  Candles  
(10)  Acid Flasks - 10 lbs                           
(1)  Rope, Silk (50 ft) - 5 lbs                           
(5)  Oil, lamps - 5lbs                               
(5)  Paper
(1)  Canvas  - 1 lbs
(1)  Charcoal
(1)  Wand of Cure Light Wounds (22)
(1)  Climbing Kit - 5 lbs
(1)  Grapling Arrow  - 1/2 lbs
(5)  Alchemist's Fire - 5 lbs
(3)  Holy water - 5 lbs
(3)  Chalk
(1)  Animal, Horse, Heavy (combat trained)
(1)  Saddlebags (on horse)	
(1)  Saddle, military (on horse)
(1)  Flint and Steel
(1)  Butterfly net  - 2 lbs
(1)  Hammer   - 2 lbs
(1)  Waterskin - 4 lbs
(4)  Pitons   - 2 lbs
(2)  Sacks   -1 lbs
(1)  Spare Spellcomponent pouch
(1)  Smoked Goggles
(1)  Wayfinder
(1)  Vibrant Purple Prism (cracked) - stored spell - lead blades
(5) Scrolls hide from undead
(1) scrolls spectral hand
(1) Rod of reach (Lesser) - Heightened continual flame - lv 4 on it
(1) Nobles outfit
(1) wand of grease- 33 charges
(2) Potions of lesser restoration
(1) Scroll of lesser restoration
(2) Air crystals
(1) Wizards spellbook - has all spells (Secret paged)
(10) scrolls of detect undead
(1) Scroll of lesser restoration
(2) Oils of remove fear
Rod of dazing - minor - continual flame heightened on it.
5 Haunt siphons
Clear Spindle ioun stone ( in wayfinder)
(1) Communal protection from energy
1 scroll communal protection against evil


Back in Pathfinder Lodge
(1) Wizards Spellbook - has all spells 
                              
_______________________________________________________

Total Weight - 16.0/116(excluding stuff on horse) (most stuff is in the handy haversack)

Coin  Amount
-------------
PA    0/0
pp     0
gp    635
sp    5
cp     9
_____________


Languages
----------------
Common
Elven
Under-common
Draconic
Celestial
Infernal
Abyssal 
________________


Other information
--------------------------------------------
Favoured class : Wizard
____________________________________________


Campaign Notes
---------------------------------------------------------------------------------
[Area]
Tasks:
*
*

NPC's:
*
*
_________________________________________________________________________________


Scenarios played:
City of strangers (Part II)
Before the Dawn Part I
Before the Dawn Part II
Quest for perfection (Part I)
Shadows Last Stand (Part I)
The Prince of Augustana 
Song of the Sea Witch
Echoes of the Overwatched
We be goblins
The Frostfur Captives
Silent Tide
The Pernumbral accords
Quest for Perfection (Part II)
Midnight mauler
Quest for Perfection (Part III)
Sniper in the deep
Shadows Last Stand
Sewer Dragons of Absalom
You only die twice
The immortal conundrum
The Golden Serpent
Fortune's Blight
Shore to Sea (Module)


Biography
---------------------------------------------------------------------------------

PFS no:38742-1