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Elder Mok

Male venerable orc cleric of Asmodeus 9 - CR 8


Neutral Evil Humanoid (Orc); Deity: Asmodeus; Age: 60;
Height: 5' 10" ; Weight: 211 lb.; Eyes: Red; Hair: Bald;
Skin: Purple
Ability Score Modifier Temporary

STR 12 +1
STRENGTH

DEX 10 0
DEXTERITY

CON 10 0
CONSTITUTION

INT 14 +2
INTELLIGENCE

WIS 18 +4
WISDOM

CHA 16 +3
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +6 = +6
(CONSTITUTION)

REFLEX +3 = +3
(DEXTERITY)

WILL +10 = +6 +4
(WISDOM)
Skill Name Total Ability Ranks Temp
Damage Reduction (5/bludgeoning)
Acrobatics +0 DEX (0) -
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Appraise +3 INT (2) -
AC 14 = +4
10 Bluff +7 CHA (3) 1
Touch AC 10 Flat-Footed AC 14 Climb +2 STR (1) 1
BAB Strength Size Misc
Craft (alchemy) +6 INT (2) 1
CM Bonus +7 = +6 +1 - -
Diplomacy +7 CHA (3) 1
BAB Strength Dexterity Size Disguise +3 CHA (3) -
CM Defense 17 = 10 +6 +1 +0 - Escape Artist +0 DEX (0) -
Fly +0 DEX (0) -
Base Attack +6 HP 65
Heal +8 WIS (4) 1
Damage / Current HP
Initiative +6 Intimidate +3 CHA (3) -
Knowledge (arcana) +10 INT (2) 5
Speed 30 ft Knowledge (history) +6 INT (2) 1
Knowledge (nobility) +6 INT (2) 1
Dark staff of gulrud 4
Knowledge (planes) +9 INT (2)
Both hands: +8/+3, 1d6+2 Crit: ×2 Knowledge (religion) +8 INT (2) 3
Double, B, Monk
Double: +4/-1 (Off: +0), Perception +11 WIS (4) 3
1d6+2/1d6+1 Ride +1 DEX (0) 1
Sense Motive +10 WIS (4) 2
Spellcraft +11 INT (2) 6
Stealth +8 DEX (0) 5
Survival +4 WIS (4) -
Swim +1 STR (1) -
Activated Abilities & Adjustments
Age Effects

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Feats Experience & Wealth
Armor Proficiency (Light) Experience Points: 50000/71,000
Armor Proficiency (Medium) Current Cash: 200 gp
Brew Potion
Extra Channel Spells & Powers
Improved Channel
Improved Initiative Cleric spells memorized (CL 9th; concentration +13)
Selective Channeling Melee Touch +7 Ranged Touch +6
Shield Proficiency 5th—flame strike (DC 19), spell resistance D
Simple Weapon Proficiency - All 4th—confusionD (DC 18), cure critical wounds ,
divination, unholy blight (DC 18)
Traits 3rd—cure serious wounds , dispel magic D , invisibility
Reactionary purge, searing light , wrathful mantle APG (DC 17)
Sensitive Mind (Enhanced, Perception, 1/week) 2nd—augury, bull's strength , dark bolt (DC 16), hold
person (DC 16), invisibility D , silence (DC 16)
Gear 1st—cure light wounds , disguise self D , doom (DC 15),
Total Weight Carried: 11/130 lbs, Light Load endure elements , protection from good , sanctuary (DC
15)
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs) 0th (at will) —bleed (DC 14), detect magic , mending,
Artisan's outfit (Free) - purify food and drink (DC 14)
Clerics' Robe 5 lbs [D] Domain spell; Domains Magic, Trickery
Dark staff of gulrud 2 lbs
Money 4 lbs
Special Abilities
Aura (Ex)
Cleric Channel Negative Energy 5d6 (8/day, DC 19) (Su)
Cleric Domain (Magic)
Cleric Domain (Trickery)
Conductive
Darkvision (60 feet)
Ferocity (Ex)
Hand of the Acolyte (7/day) (Su)
Light Sensitivity (Ex)
Spontaneous Casting
Spell-Like Abilities
Copycat (7/day) (Sp)
Dispelling Touch (1/day) (Sp)
Master's Illusion (9 rounds/day, DC 18) (Sp)

Tracked Resources
Cleric Channel Negative Energy 5d6 (8/day, DC 19) (Su)

Hand of the Acolyte (7/day) (Su)


Sensitive Mind (Enhanced, Perception, 1/week)

Languages
Common Orc
Infernal Undercommon

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Elder Mok – Abilities & Gear

Brew Potion Feat Sensitive Mind (Enhanced, Perception, 1/week) Trait


You can create magic potions. You awake in the asylum horribly aware of dangers lurking nearby.
While your memories are hazy and indistinct, everything around you
Prerequisite: Caster level 3rd. looks vibrant and clear. You have an inkling that you have always
been perceptive and can tell a lot about a person even in a quick
Benefit : You can create a potion of any 3rd-level or lower spell meeting. This sensitivity can overwhelm you at times, especially in
that you know and that targets one or more creatures or objects. your current situation.
Brewing a potion takes 2 hours if its base price is 250 gp or less,
otherwise brewing a potion takes 1 day for each 1,000 gp in its You gain a +1 trait bonus on Appraise, Perception, and Sense
base price. When you create a potion, you set the caster level, Motive checks, and one of these (your choice) is a class skill for
which must be sufficient to cast the spell in question and no higher you. In addition, once per week you can use the psychometry occult
than your own level. To brew a potion, you must use up raw skill unlock even if you are not capable of casting psychic spells or
materials costing one half this base price. See the magic item have the Psychic Sensitivity feat. See Pathfinder RPG Occult
creation rules in Magic Items for more information. Adventures for more information on psychometry and other relevant
occult skill unlocks.
When you create a potion, you make any choices that you would
normally make when casting the spell. Whoever drinks the potion is Enhanced
the target of the spell. As you regain your memories, you recall times when your keen
awareness has helped you in the recent past, even when
Appears In : Not Star Wars Revised Core Rulebook performing unscrupulous acts. This newfound clarity aids you in your
ongoing fight. Once per day, you can roll twice whenever you
Extra Channel Feat attempt an Appraise, Perception, or Sense Motive check and keep
You can channel divine energy more often. the better result.

Prerequisite: Channel energy class feature. Appears In : Strange Aeons

Benefit : You can channel energy two additional times per day.
Cleric Channel Negative Energy 5d6 (8/day, DC 19) (Su)
Class Ability (Cleric)
Special : If a paladin with the ability to channel positive energy Regardless of alignment, any cleric can release a wave of energy
takes this feat, she can use lay on hands four additional times a by channeling the power of her faith through her holy (or unholy)
day, but only to channel positive energy. symbol (see Channel Energy). This energy can be used to cause or
heal damage, depending on the type of energy channeled and the
Appears In : Not Star Wars Revised Core Rulebook creatures targeted.

Improved Channel Feat A good cleric (or a neutral cleric who worships a good deity)
Your channeled energy is harder to resist. channels positive energy and can choose to deal damage to
undead creatures or to heal living creatures. An evil cleric (or a
Prerequisite: Channel energy class feature. neutral cleric who worships an evil deity) channels negative energy
and can choose to deal damage to living creatures or to heal
Benefit : Add 2 to the DC of saving throws made to resist the undead creatures. A neutral cleric of a neutral deity (or one who is
effects of your channel energy ability. not devoted to a particular deity) must choose whether she
channels positive or negative energy. Once this choice is made, it
cannot be reversed. This decision also determines whether the
Improved Initiative Feat cleric can cast spontaneous cure or inflict spells (see spontaneous
Your quick reflexes allow you to react rapidly to danger. casting).
Benefit : You get a +4 bonus on initiative checks. Channeling energy causes a burst that affects all creatures of one
type (either undead or living) in a 30-foot radius centered on the
Selective Channeling Feat cleric. The amount of damage dealt or healed is equal to 1d6 points
You can choose whom to affect when you channel energy. of damage plus 1d6 points of damage for every two cleric levels
beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take
Prerequisite: Cha 13, channel energy class feature. damage from channeled energy receive a Will save to halve the
damage. The DC of this save is equal to 10 + 1/2 the cleric's level
Benefit : When you channel energy, you can choose a number of + the cleric's Charisma modifier. Creatures healed by channel
targets in the area up to your Charisma modifier. These targets are energy cannot exceed their maximum hit point total—all excess
not affected by your channeled energy. healing is lost. A cleric may channel energy a number of times per
day equal to 3 + her Charisma modifier. This is a standard action
Normal: All targets in a 30-foot burst are affected when you that does not provoke an attack of opportunity. A cleric can choose
channel energy. You can only choose whether or not you are whether or not to include herself in this effect. A cleric must be
affected. able to present her holy symbol to use this ability.

Appears In : Not Star Wars Revised Core Rulebook Damage Reduction (5/bludgeoning) Unknown
You have Damage Reduction against all except Bludgeoning
attacks.
Reactionary Trait
You were bullied often as a child, but never quite developed an Darkvision (60 feet) Racial Ability,Senses (Orc)
offensive response. Instead, you became adept at anticipating A creature with darkvision can see in total darkness, usually to a
sudden attacks and reacting to danger quickly. You gain a +2 trait range of 60 feet. Within this range the creature can see as clearly
bonus to Initiative checks. as a sighted creature could see in an area of bright light.
Darkvision is black and white only but otherwise like normal sight.
Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits

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Elder Mok – Abilities & Gear

Ferocity (Ex) Racial Ability Conductive (Dark staff of gulrud) Weapon Power
A creature with ferocity remains conscious and can continue fighting A conductive weapon is able to channel the energy of a spell-like
even if its hit point total is below 0. The creature is still staggered or supernatural ability that relies on a melee or ranged touch attack
and loses 1 hit point each round. A creature with ferocity still dies to hit its target (such as from a cleric’s domain granted power,
when its hit point total reaches a negative amount equal to its sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s
Constitution score. arcane school power). When the wielder makes a successful attack
of the appropriate type, he may choose to expend two uses of his
Light Sensitivity (Ex) Racial Ability magical ability to channel it through the weapon to the struck
Creatures with light sensitivity are dazzled in areas of bright opponent, which suffers the effects of both the weapon attack and
sunlight or within the radius of a daylight spell. the special ability. (If the wielder has unlimited uses of a special
ability, she may channel through the weapon every round.) For
example, a paladin who strikes an undead opponent with her
conductive greatsword can expend two uses of her lay on hands
Aura (Ex) Class Ability (Cleric) ability (a supernatural melee touch attack) to deal both greatsword
A cleric or warpriest of a chaotic, evil, good, or lawful deity has a damage and damage from one use of lay on hands. A given
particularly powerful aura corresponding to the deity's alignment character can use this weapon special ability only once per round
(see detect evil on page 266 of the Core Rulebook for details). (even if she has several conductive weapons), and the power works
only with magical abilities of the same type as the weapon (melee
Copycat (7/day) (Sp) Class Ability (Bat Shaman,Cleric,Razmiran Priest,Serpent Shaman)
or ranged).
You can create an illusory double of yourself as a move action.
This double functions as a single mirror image and lasts for a Construction
number of rounds equal to your cleric level, or until the illusory Requirements: Craft Magic Arms and Armor, spectral hand ; Cost
duplicate is dispelled or destroyed. You can have no more than one +1 Bonus
copycat at a time. This ability does not stack with the mirror image
spell. You can use this ability a number of times per day equal to 3 Appears In : Advanced Player's Guide, Ultimate Equipment
+ your Wisdom modifier.
Dark staff of gulrud Weapon
Dispelling Touch (1/day) (Sp) Class Ability (Cleric) Made of whitewashed wood, this +1 Conductive Quarterstaff is
At 8th level, you can use a targeted dispel magic effect as a melee topped with a skull hlding a crystal in its mouth. It's wielder can
touch attack. You can use this ability once per day at 8th level and focus it's channel energy ability as a ranged attack beam capable
one additional time per day for every four cleric levels beyond 8th. of reaching a single target within 800 feet.

Hand of the Acolyte (7/day) (Su) Class Ability (Cleric) Paueliel


You can cause your melee weapon to fly from your grasp and Towering above most other trees, the lofty paueliel are widely held
strike a foe before instantly returning. As a standard action, you can as the “first trees.” Lumberjacks superstitiously connect them to the
make a single attack using a melee weapon at a range of 30 feet. fey races of the woodlands and, despite the strength of the wood,
This attack is treated as a ranged attack with a thrown weapon, often avoid harvesting them. Nature enthusiasts revere them. These
except that you add your Wisdom modifier to the attack roll instead silver-barked hardwoods grow to immense heights, but never
of your Dexterity modifier (damage still relies on Strength). This spread to more than a few feet in diameter.
ability cannot be used to perform a combat maneuver. You can use
this ability a number of times per day equal to 3 + your Wisdom Paueliel is similar to Darkwood, but the hardness is increased to 7,
modifier. and items made of it cost 15 gp per pound of original wieght plus
masterwork cost. Otherwise, wooden equipment still wieghts half as
much,Priest,Serpent
Class Ability (Bat Shaman,Cleric,Razmiran
Master's Illusion (9 rounds/day, DC 18) (Sp) and armor check penalty is reduced by 2.
Shaman)
At 8th level, you can create an illusion that hides the appearance of Conductive
yourself and any number of allies within 30 feet for 1 round per A conductive weapon is able to channel the energy of a spell-like
cleric level. This ability otherwise functions like the spell veil. The or supernatural ability that relies on a melee or ranged touch attack
save DC to disbelieve this effect is equal to 10 + 1/2 your cleric to hit its target (such as from a cleric’s domain granted power,
level + your Wisdom modifier. The rounds do not need to be sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s
consecutive. arcane school power). When the wielder makes a successful attack
of the appropriate type, he may choose to expend two uses of his
Spontaneous Casting Class Ability (Cleric) magical ability to channel it through the weapon to the struck
A good cleric (or a neutral cleric of a good deity) can channel opponent, which suffers the effects of both the weapon attack and
stored spell energy into healing spells that she did not prepare the special ability. (If the wielder has unlimited uses of a special
ahead of time. The cleric can "lose" any prepared spell that is not ability, she may channel through the weapon every round.) For
an orison or domain spell in order to cast any cure spell of the example, a paladin who strikes an undead opponent with her
same spell level or lower (a cure spell is any spell with "cure" in its conductive greatsword can expend two uses of her lay on hands
name). ability (a supernatural melee touch attack) to deal both greatsword
damage and damage from one use of lay on hands. A given
An evil cleric (or a neutral cleric of an evil deity) can't convert character can use this weapon special ability only once per round
prepared spells to cure spells but can convert them to inflict spells (even if she has several conductive weapons), and the power works
(an inflict spell is one with "inflict" in its name). only with magical abilities of the same type as the weapon (melee
or ranged).
A cleric who is neither good nor evil and whose deity is neither
good nor evil can convert spells to either cure spells or inflict spells Construction
(player's choice). Once the player makes this choice, it cannot be Requirements: Craft Magic Arms and Armor, spectral hand ; Cost
reversed. This choice also determines whether the cleric channels +1 Bonus
positive or negative energy (see channel energy).

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Elder Mok – Abilities & Gear

Clerics' Robe Wondrous Item (Body)


This elaborate fabric adornment is reinforced with spells and
alchemical compounds. The wearer gains +4 to his Armor Class
and DR 5/ Bludgeoning

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 Inc.®, and are used under license.
Title - Elder Mok (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2018/03/09
XP Reward : 0 XP; Net Cash : -15800 gp

- no notes -

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 Inc.®, and are used under license.

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