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Darren Morning

Male Cambion
Pathfinder Sorcerer (Destined Bloodline) 20
Strength
17(+3)
Size:
Medium
Dexterity
17(+3)
Height: 56
Constitution 20(+5)
Weight: 160lbs
Intelligence 20(+5)
Skin:
Light
Wisdom
15(+2)
Eyes: Amethyst
Charisma
37(+13)
Hair: Black Straight; Beardless
Gestalt combination:
Total Hit Points: 260, DR 10/-, Fast Heal 3
Speed: 30 feet
Armor Class: 38 = 10 +3 [dexterity] +15 [natural] + 10 Armor Bonus (feat)
Touch AC: 24 Flat-footed: 19 Class Defense Bonus Option: +8 [no stacking with armor]
Full Defense= Add Level to AC
Languages: Korean, Japanese, Spanish, Russian, Celestial
Initiative
Fortitude
Reflex
Will
Attack
(handheld)
Attack (missile)
Grapple

+10= Dex + Improved Initiative + Feat


+10 = 6 Base + 4 Con
+12 = 6 Base + 3 Dex +3 feat
+14 = 12 Base + 2 Wis

Light load:
Medium load
Heavy load:
Lift over head:

+19/+14 = +16/+11 BAB +3 Str

Lift off ground:

+19/+14= +16/+11 BAB + 3 Dex


+19/+14= +16/+11 BAB + 3 Dex

Push or drag:

Knowledge (Architecture and Engineering)


+24
Diplomacy (Cha) + 19
Knowledge(The Planes, Int) +20
Spellcraft (Int) +23
Tumble (Dex) +18
Drive (Dex): +18

Bluff (Wis) +26

Concentration (Con) +23

Intimidate (Cha) +18


Perception (Wis) +25
Survival (Wis) +17
Knowledge(Arcana, Int): +23
Use Magic Device(Cha): +23

Jump (Str) +6
Stealth (Dex) +18
Swim (Str) +17
Appraise (Int): +23
Endurance (Con): +23

Action Points: 7+1/2 level


Darkvision 60ft
Poison Immunity, Electricity Immunity
Resistance Acid, Cold, Electricity, Fire 20
+8 to Perception checks
Feats 3 plus Alertness, Improved Initiative, and Lightning Reflexes
Telepathy- Darren can communicate out to100ft with any creature that has a language.
Alternate Form- An incubus may take the form of any Medium sized humanoid.
Tongues- The incubus may speak with any creature that has a language. The caster level is equal to twice the succubus HD
Natural AC- +15, applies to touch AC as well
DR 10/cold iron
Darren has a prehensile tail that looks like the stereotypical devils tail. It doesnt grant him other attacks, but it acts as a third
hand.
Powers (Spell-like abilities)- (at will)- Caster level equal to effective character level (36 pts), spell level points can be spent to
add metamagic effects if desired.
(0) prestidigitate
(2)detect thoughts
(11)quickened teleport (greater) (self

Allows travel with no distance limit and no possibility of arriving off-target. You only need a reliable

+ 50lbs of objects)

description to fix your destination.

(3)cure moderate wounds (2d8 +


1/level, max +10)
(3) Battles Rage (BOAS)

Adds your Charisma modifier to attack and damage rolls, as well as Will saves versus Fear

(4) Titans Strength (BOAS)

Caster gains a Str of 40 for lifting, carrying, and bracing purposes. His combat Str is unchanged, but
you could drop boulders on folks.

(6) Circle of Death(BOAS)

Med. Range. 40ft radius burst slays 1d4HD per caster level (Fort neg). No creature of 9HD+ is
affected.

(1) Ease Pain (BOAS)

Caster dispels pain and cures 1d6 subdual damage per level.

(6) Superior Magic Missile (BOAS)

1 missile per level, no more than 5 at one target, Long range(400+40ft/level), damages inanimate
objects 2pts per missile that ignores hardness

FEATS- * denotes bonus feats


Alertness*
[Skill]Your ears are so sharp you probably wouldn't miss your eyes.
Benefits: This is a skill feat that scales with your ranks in Listen.
0 ranks: You gain a +3 bonus to Listen checks.
4 ranks: You can make a Listen check once a round as a free action. You don't take penalties for distractions on your Listen checks.
9 ranks: You gain blindsense to 60 feet. You don't take penalties for ambient noise, such as loud winds. Divide any distance penalties you take on Listen checks by two.
14 ranks: You gain blindsight to 120 feet.
19 ranks: You can hear through magical silence and similar effects, but you take a -20 penalty on your check. Divide any distance penalties you take on Listen checks by five.
Arcane Bore
[Spellcasting]Your magic is steady and firm, able to bore through any opposition.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Three times per day, when you cast a damaging spell, you do not expend the spell slot or prepared spell you would have otherwise used.
1: Every time you cast a damaging spell that affects a creature, you gain a +2 bonus to overcome that specific creature's spell resistance. You do not gain this bonus if the creature is
allowed and
makes a saving throw against your spell or the spell fails to bypass spell resistance. This bonus lasts until the creature gains a level.
3: All single-target damaging spells you cast are maximized. All damaging spells you cast with multiple targets or an area or effect that affects multiple creatures are treated as
Maximized against
one target per level of the spell (decided before rolling damage for the others).
6: Whenever you cast a damaging spell that allows a reflex saving throw for half damage, you may deny that saving throw to one creature per two caster levels.
9: All damaging spells you cast are maximized.
Lightning Reflexes*
[Combat] You are fasty McFastFast. It helps keep you alive.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion, if you already have Evasion, it stacks to Improved Evasion.
+6: You may make a Balance Check in place of your Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the Full Defense Action, add your level to your AC.
World-Shaker
[Spellcasting]Your spells are so strong that the very fabric of reality shakes when they are cast.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: Your spells shatter through things normally resistant. You gain a +4 bonus to caster level checks against spell resistance.
3: Your spells are harder to resist. The save DC against your spells is 10 + your character level + your spellcasting ability modifier. Just like every other ability in the game.
6: Your spells can bypass immunities by changing the fabric of reality. Creatures normally immune to your spells lose that immunity, but gain a +6 bonus versus saving throws against
them.
9: Reality itself resonates when you cast spells. At your option, the round after you cast a spell; you can have the spell repeat as if cast again. This does not use up a spell slot, and the
spell's targets or affected area remains the same.
Firearms Proficiency
[Combat] This is my BOOMSTICK, you primitive screwheads!
Benefits: This is a combat feat that scales with your Base Attack Bonus.

+0: Personal Firearms Proficiency: You are a menace with most handguns and semi-automatics and longarms. Do ya feel lucky, punk?
+1: Advanced Personal Firearms Proficiency: Youve had time to practice with the military stuff, or you have an uncle in the NRA.
+6: Double Tap/Burst Fire: You can fire accurate bursts with autofire weapons or double-tap like a pro with semi-automatic weapons. You may reload a clip-fed firearm or one with a
speed loader as a free action. Shotguns
and revolvers without a speed loader require a move action, and flintlock or similar firearms require a full round action. Double tap is -2 to hit, +1 die damage. Burst Fire is -4 to hit,
+2 dice damage.
+11: Exotic/Heavy Weapons Proficiency: You know how to handle heavy machineguns and other things that normally only appear in Vietnam movies and documentaries on the
History Channel. You may also use burst fire or double tap without penalties to hit.
+16: You can heft firearms two sizes larger than you in both hands, the kind that would make Jessie Ventura weep in envy.
Improved Initiative*- +4 to all Initiative checks
Diehard
[Combat]You've been stabbed, poisoned, shot, dragged through the dirt and left in the freezing night to die. You didn't. And now you are back to kick some ass!
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to
avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid
nonlethal HYPERLINK "http://www.dnd-wiki.org/wiki/SRD:Nonlethal_Damage" damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold
environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
+1: When reduced to between 1 and 9 hit points, you automatically become stable. You dont have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit
points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative
hit HYPERLINK "http://www.dnd-wiki.org/wiki/SRD:Hit_Points" points (even if it isnt your turn). If you do not choose to act as if you were disabled, you immediately fall
unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action
without further injuring yourself, but if you
perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the
act. If you reach 10 hit points, you immediately die.
+6: You gain 1 hit point per level. Also, you may sleep in heavy armor without becoming fatigued.
+11: You gain immunity to all diseases (except for supernatural and magical diseases) and immunity to poisons of all kinds.
+16: You gain fast healing 3. If you already had fast healing, your fast healing increases by 3.
Arcane Strike
(Combat)-You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage
reduction. For every five caster levels
you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Magekiller
[Combat]You are adept at stopping magical creatures.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: Foes cannot cast defensively while within your threatened area.
+1: .Whenever a foe uses a spell-like or supernatural ability within your threatened area, you may make an attack of opportunity to interrupt their action. If you hit, they must make a
Concentration check equal to 10 + damage dealt or lose the ability.
+6: You ignore concealment provided by spells, spell-like abilities, and supernatural effects (as well as similar effects like Mirror Image), and all bonuses to AC granted by spells, spelllike abilities, and supernatural effects.
+11: Once per encounter as an immediate action, you may cause a targeted spell, spell-like ability or supernatural ability to rebound upon its caster. You suffer none of the effects of
the ability, and the caster is effected as though he used the ability upon himself. You must declare the use of this ability before you roll a save,
should the ability require one.
+16: Whenever you hit an opponent, they must make a Fortitude save (DC 10 + 1/2 your HD + your Strength or Dexterity modifier) or lose the ability to use spells, spell-like abilities
and supernatural effects for one round. Should a foe save against this effect, they are immune to further attempts until the start of either your
next turn or their next turn, whichever comes first.
Persistent Spell
[Spellcasting]Your spells stay around longer than the average mage.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Add your casting stat modifier (if you have more than one, use the one that determines your bonus spells) to the duration of every spell you cast; this duration increase is the same
length as a similar boost to Caster Level would be.
1: You gain the Extend Spell feat.

3: You may automatically extend up to your Intelligence modifier in spells per day. When you have extended a number of spells equal to your Intelligence modifier, you must wait until
one of those spells ends before extending another.
6: All your spell durations increase to the next longest duration. Rounds become minutes, minutes become ten minutes, ten minutes becomes hours, and hours become 24 hours (if your
Caster Level exceeds 24, you may instead choose to use them as hours per level).
9: You may designate your casting stat modifier (if you have more than one, use the one that determines your bonus spells) in spells as permanently active. Their duration becomes
permanent (D). To designate another such spell when you have your casting stat modifier in spells made permanent by this ability, you must dismiss a permanent spell. This ability
does not affect the needed concentration to maintain a spell. If you cease concentration on a spell it will last only as long as it would normally last without concentration.
Skin Like Armor
[ToP Skill]You're so tough that you can walk around naked and people still can't hurt you.
Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Endurance.
4 ranks: Your skin is so tough that you receive a +4 armour bonus to AC. This receives a +1 enhancement bonus when you have 6 ranks in Endurance and an additional 1 for every 3
ranks in Endurance over 6 that you have. You also become proficient with unarmed strikes, and your unarmed strikes are considered magic weapons for all purposes. If you are
already proficient with your unarmed strikes, they deal damage as if they were one size category larger.
9 ranks: Your skin's armour bonus to AC applies to touch AC as well. Your unarmed strikes receive a +1 enhancement bonus, and an additional +1 for every 3 ranks in Endurance
over 9 that you have.
14 ranks: You ignore 50% of all successful critical hits and sneak attacks made against you. Your unarmed strikes are considered to be adamantine weapons for all purposes.
19 ranks: Your tough, leathery skin is hard to injure with almost anything. You gain DR 10/- and energy resistance 20 against all types of energy damage.
Special: While you can still wear armour on top of your skin, it's probably not a good idea to, as the bonuses won't stack. Additionally, the numeric benefits of this feat (enhancement
bonuses, fortification, DR and energy resistance) are only half as effective (rounding up) if you wear armour.
Energy Specialization
[Spellcasting]You are specialized in one form of energy over the others for some reason.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Select an energy type: Acid, Cold, Electricity, or Fire. Whenever you cast a spell, you may change all energy damage it deals to that energy type, and adjust its descriptors
accordingly. This does not affect spells that summon creatures. This counts as the Energy Substitution feat for purposes of meeting prerequisites for things.
1: Whenever you do damage of your selected energy type to a creature with your spells, its resistance to that type drops by half the damage done. Its resistance recovers at a rate of one
point per full minute spent without being further decreased. You inflict half damage to creatures immune to your energy type when attacking them with that energy type.
3: You may change half of the energy damage you inflict with your spell to another type. You also can add a negative condition to your damaging spells, depending on the energy type
you choose:
Acid: Poisoned Acid: Half of all Acid damage is instead poisonous (creatures with no metabolism are immune, but no resistances apply). Creatures hit are poisoned (1d4 STR
primary and secondary, save DC equal to that of the spell).
Cold: Uttercold: Half of all Cold damage is instead negative energy. Creatures that fail their saves are fatigued. This counts as the Lord of the Uttercold feat for purposes of meeting
prerequisites.
Fire: Brightfire: Half of all Fire damage is instead dealt by light (undead and oozes take double damage; fire resistance and immunity don't work but light resistance does), and the
spell gains the [Light] descriptor. Creatures that fail their
saves are blinded for 2 rounds.
Electric: Three Thunders: Half of all Electric damage is instead Sonic, and the spell gains the [Sonic] descriptor. Creatures that fail their saves are dazed for one round. This counts
as the Born of Three Thunders feat for purposes of meeting
prerequisites.
6: A number of times per day equal to the ability modifier you use to set your spell saving throw DCs (highest one, if you have multiple qualifying spellcasting classes), your damaging
spells may inflict full damage in both their original type and in the damage type you are specialized in.
9: Creatures that take damage from your spells lose immunity and resistances to your selected energy type until the end of your next turn, especially if it doesn't make sense (i.e., being
able to fireball a fire elemental on the plane of fire and then having the plane burn it to death). Any vulnerabilities that they have stay. Your spells do lethal damage to creatures with
regeneration, as long as any energy type does.
Metashape [Metafeat, Spellcasting]
You can shape your area spells to better suit your immediate needs.
Prerequisite: Int 16 or Wis 16, ability to cast spells or manifest powers, any other Metafeat.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: Shape Spell/Power: You can modify an area spell by changing the area's shape to one of the following: Cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10ft cubes, a ball
(20ft radius spread), or a 120 foot line. A spell modified in this way uses a slot one level higher than the spell's actual level. Adding this feat to a power requires you to expend psionic
focus.
3: Acolyte of Shaping: You can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces
within the spells area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. You may create up to two such unaffected spaces in a given
spell. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This does not change the cost of a spell or power.

5: Add the following areas as options when you modify a shaped spell: Tower (5-foot radius, 60 feet high), a 60-foot cone, a burst (30ft radius spread from your position), or a wall (one
connected group of 10-ft. squares, one 10ft square/2 CL/ML). Additionally, you may now shape any spell that allows you to choose multiple targets within a certain distance greater
than touch and allows a save.
7: Widen Power: You can alter a spell you have already used this feat's Shape ability to further increase its area. Any numeric measurements of the spell/powers area increase by
100%. A spell modified in this way uses up a spell slot two levels higher than the spells actual level (for a total of three levels, combined with the Shape ability's cost). Modifying a
power in this way increases the cost of the power by 4 (for a total of 4 power points and expended focus, combined with the Shape ability's cost). Additionally, you may now create a
number of unaffected spaces in any given spell equal to the ability modifier you use to set save DCs. This does not change the cost of a spell or power.
9: You may Shape a number of spells/powers equal to the ability modifier you use to set save DCs per day without expending focus or increasing cost. You may Widen a spell/power
you have shaped for no additional cost of spell levels/power points, but it costs an additional two daily uses of this ability.

Spells Cast Per Day


Base
Bonus
Total

0
Inf.
Inf.

1
6
4
10

2
6
3
9

3
6
3
9

4
6
3
9

5
6
3
9

6
6
2
8

7
6
2
8

8
6
2
8

9
6
2
8

Known 9 5 5 4 4 4 3 3 3 3

Lvl

Known

Spells. Darren knows the following bonus spells due to


his bloodline:

Permanent Spells (from Persistent


Spell feat) Cha Mod= +13.

alarm (3rd), blur (5th), protection from energy (7th),


freedom of movement (9th), break enchantment (11th),
mislead (13th),
spell turning (15th), moment of prescience (17th)
foresight (19th).

These may be exchanged for other spells


known by deactivating the present spell
made permanent and selecting another

dancing lights, detect magic, detect poison, mage hand,


mending, message, open/close, read magic, quicken
(BOAS)
alarm, glimpse destiny(BOAS), wave of dire venom(BOAS),
tensers floating disc, color spray, comprehend languages
blur, improved true strike (BOAS),righteous
fire(BOAS),glimpse(BOAS), knock, unseen trickster(BOAS)
protection from energy, recharge battery(Arsenal,
1d8/level), dispel magic, magnificent explosions (BOAS),
magic circle vs Chaos, Evil, Law, Good
freedom of movement, dimensional anchor, wall of fire,
aura of awe (BOAS), confusion
break enchantment, dismissal, wall of force, persistent
image, telekinesis
mislead, Antimagic field, move earth, globe of
invulnerability
spell turning, greater scrying, forcecage, spell barrage
(BOAS)
moment of prescience, prismatic wall, polymorph any
object, withering(BOAS)
foresight, gate, eyes of the aberration (BOAS), time stop

mage hand, open/close

comprehend languages
glimpse, unseen trickster
magic circle

wall of fire
telekinesis
mislead, move earth
spell barrage
polymorph any object
eyes of the aberration

Bloodline Powers
Bloodline Arcana: Whenever you cast a spell with a range of personal, you gain a luck bonus equal to the spells level on all your
saving throws for 1 round.
Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you.
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill
checks, ability checks, and saving throws equal to 1/2 your sorcerer level
(minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see
Chapter 8) and when you are otherwise unaware of an attack.

At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to
overcome spell resistance. You must decide to use this ability after the first roll
is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use
this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage
would result in your death, you may attempt a DC 20 Will save. If successful, you are instead
reduced to 1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.
Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the
second roll results in a natural 20 on the die. Any critical threats you score with a spell
are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell
resistance. You must use this ability before making the roll.
Combat
Weapon

To Hit and Damage,


Critical

Ammo

Rng
Inc

Notes

Slam

+24/+19
1d8+11,20x2

Has a +5 enhancement

AK-74SU

+19/+14
2d8,20x2

30

70ft

Can burst fire without penalty for +2 dice damage

Combo Heavy
Pistol

+19/+14
3d6,20x2

33

20ft

Can double-tap without penalty ,this weapon inflicts Force damage, max
setting 5d6, Knockback special effect, optional stun setting, 100 charge
battery

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