Rayne Atamaxco

Rayne Atamaxco
Male rakshasa-spawn tiefling sorcerer 10/vigilante (warlock) 2 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Intrigue 9, 60)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0


AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 98 (12 HD; 10d6+2d8+46)
Fort +6, Ref +9, Will +11
Resist cold 5, electricity 5, fire 5


Speed 30 ft.
Melee dagger +9/+4 (1d4-1/19-20) or
   mystic bolt (fire) +9/+4 (1d6+1 fire) or
   silver dagger +9/+4 (1d4-2/19-20)
Special Attacks beguiling voice, fascinate
Spell-Like Abilities (CL 12th; concentration +18)
   1/day—detect thoughts (DC 18)
Sorcerer Spells Known (CL 10th; concentration +16)
   5th (4/day)—fire snakeAPG (DC 22)
   4th (6/day)—dimension door, greater flaming sphereACG (DC 21), shout (DC 21)
   3rd (7/day)—fireball (DC 20), fly, haste, suggestion (DC 20)
   2nd (8/day)—blindness/deafness (DC 18), cat’s grace, create pitAPG (DC 18), hideous laughter (DC 18), scorching ray
   1st (8/day)—burning hands (DC 18), color spray (DC 17), magic missile, shocking grasp, thunderstompACG, ventriloquism (DC 17)
   0 (at will)—arcane mark, detect magic, disrupt undead, joltUM, message, open/close (DC 16), prestidigitation, ray of frost, sparkAPG (DC 17)
   Bloodline Maestro
Vigilante (Warlock) Spells Prepared (CL 2nd; concentration +4)
   1st—cloak of secrets, touch of combustionARG (DC 14), vanishAPG (DC 13)
   0 (at will)—acid splash, disrupt undead, mage hand, read magic


Str 7, Dex 16, Con 16, Int 14, Wis 8, Cha 22
Base Atk +6; CMB +4; CMD 18
Feats Arcane Armor Training, Eschew Materials, Greater Spell Penetration, Intensified SpellAPG, Iron Will, Spell Focus (evocation), Spell Penetration, Toppling SpellUM, Weapon Finesse
Traits all alone, fiend blood, influence
Skills Appraise +6, Bluff +20 (+24 to tell a lie), Diplomacy +13, Disguise +10 (+30 to appear as part of polite society while in your social identity), Fly +7, Intimidate +11, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Linguistics +12, Perception +0, Perform (sing) +15, Profession (fortune-teller) +4, Sense Motive +15 (+19 when in your social identity), Spellcraft +13, Stealth +8, Use Magic Device +11
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Goblin, Halfling, Ignan, Infernal, Orc, Shoanti, Terran, Varisian
SQ beguiling liarARG, dual identity, mystic bolt (mystic bolt [fire]UI), mystic bolts, perfect voice, social grace, social talent (social graceUI), vigilante talent (lethal graceUI)
Combat Gear dust of disappearance, potion of cure moderate wounds, potion of cure serious wounds, rod of wonder, scroll of dispel magic, scroll of polypurpose panacea (2), scroll of restoration, scroll of teleport, sorcerer’s robeUE, wand of cure moderate wounds (30 charges), wand of invisibility (10 charges), wand of mage armor (30 charges), wand of magic missile (10 charges), acid (2), alchemist’s fire (2), alchemist’s kindnessAPG (3), bottled lightningUE (2), healer’s kit, smelling saltsAPG, vermin repellentUE; Other Gear +1 glamered mithral chain shirt, dagger, silver dagger, belt of mighty constitution +2, headband of alluring charisma +2, muleback cordsAPG, plaguebringer’s mask, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, grooming kit (worth 1 gp), masterwork manacles (good lock, dc 30) (worth 130 gp, 2 lb), mess kitUE, mirror, perfume/cologneUE, snuffbox, precious metalACG, soap, teak cigar case with jade inlay (worth 25 gp), trail rations (5), warlock starting spellbook, waterskin, 362 gp, 9 sp

Special Abilities

Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Beguiling Liar +4 to Bluff to tell a lie.
Beguiling Voice (9/day) (Ex) At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fascinate (10 rounds, 2/day, DC 21) (Ex) At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and i
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Maestro The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a l
Mystic Bolt (Fire) 1d6 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
Perfect Voice (Su) Understand and be understood in any sound-based communication form.
Social Grace (Sense Motive) +4 circumstance bonus to selected skill while in your social identity.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.
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