Tal'vesha

Mystic Theurge, Arcane Crafter

Description:

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Tal’vesha
Male Undine Cleric 3 Mystic Theurge 3 Wizard 3
NG Medium Outsider (aquatic, native)
Hero Points 1
Init + 4; Senses darkvision 60 ft.; Perception + 7


Defense

AC 22, touch 13, flat-footed 19 (+ 7 armor, 2 shield, + 3 Dex)
hp 60 (3d8 + 6d6 + 9)
Fort + 6, Ref + 7, Will + 11
Resist cold 5

Offense

Speed 40 ft., swimming (30 feet)
Melee Light Shield Bash -1 (1d3-1/x2) and
    + 1 Corrosive Morningstar + 4 (1d8 + 1d6 acid/x2)
Special Attacks agile feet (6/day)
Spell-Like Abilities Artificer’s Touch (6/day)
Cleric Spells Prepared (CL 6):
3 (3/day) Invisibility Purge, Searing Light, Stone Shape, Archon’s Aura (DC 16)
2 (4/day) Make Whole, Silence (DC 15), Wood Shape (DC 15), Swipe, Suppress Charms and Compulsions
1 (4/day) Shield of Faith, Longstrider, Endure Elements, Burning Disarm (DC 14), Murderous Command (DC 14)
0 (at will) Create Water, Detect Magic, Mending, Enhanced Diplomacy
Wizard Spells Prepared (CL 8):
3 (3/day) Fireball (DC 17), Fireball (DC 17), Pellet Blast (DC 17)
2 (4/day) Burning Gaze, Scorching Ray, Acid Arrow, Burning Arc (DC 16)
1 (4/day) Magic Missile, Burning Hands (DC 15), Ear-Piercing Scream (DC 15), Web Bolt (DC 15)
0 (at will) Detect Poison, Detect Magic, Dancing Lights, Arcane Mark

Statistics

Str 9, Dex 19, Con 13, Int 19, Wis 17, Cha 11
Base Atk + 4; CMB + 3; CMD 16
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Scribe Scroll
Traits Highlander (hills or mountains), Magical Knack (Wizard)
Skills Acrobatics + 1 ( + 5 jump), Climb -4, Craft (armor) + 7, Craft (sculpture) + 11, Craft (weapons) + 11, Diplomacy + 6, Escape Artist + 1, Fly + 1, Heal + 13, Knowledge (arcana) + 14, Knowledge (local) + 9, Knowledge (planes) + 9, Knowledge (religion) + 12, Perception + 7, Ride + 1, Sense Motive + 11, Spellcraft + 14, Stealth + 15 (
17 in hilly or rocky areas), Swim + 13; Racial Modifiers highlander (hills or mountains)
Languages Aquan, Celestial, Common, Draconic, Elven, Infernal
SQ + 3 bonus on stealth checks, amphibious, arcane bonds (mite, centipede, house), aura, cleric channel positive energy 4d6 (3/day) (dc 11), combined spells (2nd), deliver touch spells through familiar, domains (artifice, travel), empathic link with familiar, hand of the apprentice (7/day), hero points, hydrated vitality (18 hp/day), share spells with familiar, specialized schools (universalist), spontaneous casting, variant channeling (forge variant channeling [ ± 1 sacred])
Other Gear + 1 Mithral Breastplate, + 1 Consecrated Mithral Light steel shield, + 1 Corrosive Morningstar, Belt of incredible dexterity + 2, Handy haversack (22 @ 69 lbs), Muleback cords, Phylactery of positive channeling, Ring of sustenance, Artificer’s lab, portable, Artisan’s tools, masterwork (Craft [armor]), Artisan’s tools, masterwork (Craft [sculpture]), Artisan’s tools, masterwork (Craft [weapons]), Bedroll, Belt pouch (empty), Cooking kit, Fishhook, Curchanus, Ink, black, Inkpen, Iron vial, Parchment (10), Silk rope, Spell component pouch, Spellbook, compact, 236 GP, 4 SP

TRACKED RESOURCES

Action Points – 0/9
Agile Feet (6/day) (Su) – 0/6
Artificer’s Touch (1d6 + 1) (6/day) (Sp) – 0/6
Cleric Channel Positive Energy 4d6 (3/day) (DC 11) (Su) – 0/3
Hand of the Apprentice (7/day) (Su) – 0/7
Hydrated Vitality (18 HP/day) – 0/18

Special Abilities

+ 3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm’s reach.
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Amphibious (Ex) You can survive indefinitely on land.
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Artificer’s Touch (1d6 + 1) (6/day) (Sp) Melee touch attack deals 1d6 + 1 damage to objects or constructs, bypassing 3 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Cleric Channel Positive Energy 4d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes’ slots.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Forge Variant Channeling ( ± 1 Sacred) AC bonus to metal armor/enhanced damage vs metal constructs
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Hydrated Vitality (18 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Magical Knack (Wizard) + 2 CL for a specific class, to a max of your HD.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Swimming (30 feet) You have a Swim speed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Bio:

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Darkwood Cobra
Iron Cobra
N Large Construct
Init 0; Senses darkvision 60 ft., low-light vision; Perception +0


Defense

AC 18, touch 9, flat-footed 18 (-1 size, +9 natural)
hp 62 (1d1030)
Fort 2, Ref 2, Will 2
DR 5/—; Immune construct traits (
30 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; SR 13

Offense

Speed 40 ft., climbing (20 feet), swimming (30 feet)
Melee Bite (Iron Cobra) 12 (2d610/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks poison (dc 13)

Statistics

Str 25, Dex 10, Con —, Int —, Wis 10, Cha 1
Base Atk 6; CMB 14; CMD 24 (can’t be Tripped)
Feats
Skills Acrobatics 0 (4 jump), Climb 15, Fly -2, Stealth +2, Swim +15; Racial Modifiers 6 Stealth
Languages
SQ find target (1/day), rune of shielding (1/day)
Other Gear You have no money!

Special Abilities

Climbing (20 feet) You have a Climb speed.
Construct Traits (+30 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Find Target (1/day) (Su) Once per day, an iron cobra’s creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to func
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 13) (Ex) Poison—Injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Rune of Shielding (1/day) +4 shield bonus for 1 minute
Spell Resistance (13) You have Spell Resistance.
Swimming (30 feet) You have a Swim speed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Tal'vesha

Legends of Thassilon kerkuta Godrock