Charlemagne Rhaadheim the Pawn Player: Clay Male elf conjurer 16 - CR 15 True Neutral Humanoid (Elf); Deity: Nethys; Age: 124; Height: 6' 1"; Weight: 127lb.; Eyes: White; Hair: Black; Skin: Fair Ability
STR STRENGTH
Score
Modifier
10/12
0/+1
18
+4
12/16
+1/+3
29/35
+9/+12
12
+1
12
+1
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS WISDOM
CHA CHARISMA
Saving Throw
FORTITUDE (CONSTITUTION)
REFLEX (DEXTERITY)
WILL (WISDOM)
Total
Base
Ability
Resist
Misc
+16 =
+5
+3
+4
+4
+17 =
+5
+4
+4
+4
+19 = +10
+1
+4
+4
Energy Resistance, Electricity (5) Total
AC
CM Bonus CM Defense
+2
15
Size
24
= = 10
Notes
Skill Name
Natur Deflec Dodge Misc
+4
+2
+1 20
Flat-Footed AC
+9
Temp
Spell Resistance (18)
Armor Shield Dex
24 = 10 +5
Touch AC
Temporary
BAB
Strength
Size
Misc
+8
+1
-
-
BAB
Strength
Dexterity
Size
+8
+1
+4
-
Hero Points
HP
Base Attack
+8
Initiative
+6
Speed
30 / 31 ft
142
Damage / Current HP
Total
+5 +16 +11 +2 Craft (Wonderous Item) +26 Diplomacy +17 Disable Device +3 Disguise +1 Escape Artist +4 Fly +18 Heal +1 Intimidate +2 Knowledge (arcana) +31 Knowledge (dungeoneering) +32 Knowledge (engineering) +16 Knowledge (geography) +16 Knowledge (history) +42 Knowledge (local) +18 Knowledge (nature) +16 Knowledge (nobility) +16 Knowledge (planes) +41 Knowledge (religion) +18 Linguistics +23 Perception +23 Profession (sailor) +5 Ride +4 Sense Motive +21 Acrobatics Appraise Bluff Climb
Ability
Ranks
DEX (4)
1 1 10 1 11 16 1 11 1 16 16 1 1 16 3 1 1 16 3 8 16 1 16
INT (12) CHA (1) STR (1) INT (12) CHA (1) DEX (4) CHA (1) DEX (4) DEX (4) WIS (1) CHA (1) INT (12) INT (12) INT (12) INT (12) INT (12) INT (12) INT (12) INT (12) INT (12) INT (12) INT (12) WIS (1) WIS (1) DEX (4) WIS (1)
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Temp
Skills Skill Name
Spellcraft
Experience & Wealth
Total
Ability
Ranks
+31
INT (12)
16
Temp
Elven Magic: +2 to identify magic item properties
Stealth Survival Swim Use Magic Device
+20 +1 +3 +17
DEX (4) WIS (1) STR (1) CHA (1)
16 2 16
Feats Alertness You get a +2 bonus on all Perception checks and Sense Motive checks.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Craft Wondrous Item You can create wondrous items, a type of magic item.
Improved Familiar When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).
Opposition Research By completing strenuous studies, you have broken through the mental barriers that made it hard for you to prepare spells from one of your opposition schools. Select one wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the -4 Spellcraft
Experience Points: 920000/1300000 Current Cash: 17,608 gp Reputation: Fame: 47, PP: 47, 500 miles.
Gear Total Weight Carried: 40/130lbs, Light Load (Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs) Empower metamagic rod (lesser, 3/day) Gem Stone (Diamond)) Handy haversack (2 @ 8 lbs) Headband of vast intelligence +6 (Knowledge [dungeoneering], Knowledge Ioun stone (orange prism) [history]) Portable alchemist's lab Potion of blur x3 Potion of cure serious wounds x3 Potion of fly x3 Ring of force shield Robe of the archmagi (gray) Rod of absorption (50 spell levels) Tome of clear thought +5
Special Abilities
Scholar (Knowledge [planes], Knowledge [history]) +2 bonus on two Knowledge skills
0.5 lbs 1 lb 5 lbs 1 lb 20 lbs 1 lb 5 lbs 5 lbs
Able Assistant (Ex)
Scribe Scroll You can create magic scrolls.
Skill Focus (Knowledge [history]) You get a +3 bonus on all checks involving the chosen skill.
Skill Focus (Knowledge [planes]) You get a +3 bonus on all checks involving the chosen skill.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spirit's Gift (Battle, Arcane Familiar) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon. Prerequisite: Animal companion class feature or familiar class feature. True Name, Greater (Planetar, Angel) Your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 12 Hit Dice. Once per
Wizard Weapon Proficiencies
You are proficient with the Dagger, Crossbow (Light and Heavy) and Quarterstaff.
Traits
A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on
Conjuration
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the 'toucher'. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another
Elven Magic
+2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Enchantment
You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus:
Eldritch Delver You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.
Reactionary +2 Initiative
Gear Total Weight Carried: 40/130lbs, Light Load (Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs) Amazing tools of manufacture (Craft [weapons], 1/day) 1 lb Amulet of natural armor(2+2 Artisan's outfit (Free) Belt of physical might +2 (Str, Con) 1 lb Cloak of resistance +4 0.1 lbs Crystal ball with telepathy
If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat. If you are within 1 mile of your familiar, you may gain other benefits. Hero Points Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following
Low-Light Vision
See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Familiar (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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Special Abilities Summoner's Charm (+8 rds) (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If
Spell-Like Abilities Acid Dart (1d6+8 acid, 15/day) (Sp) Dimensional Steps (96 5-ft inc/day) (Sp)
Tracked Resources Empower metamagic rod (lesser, 3/day) Potion of blur Potion of cure serious wounds Potion of fly Rod of absorption (50 spell levels)
Spells & Powers Conjurer spells memorized (CL 16th; concentration +28) Melee Touch +9 Ranged Touch +12 8th—greater bestow curse (DC 31), greater bestow curse (DC 31), stormboltsAPG (DC 32), stormboltsAPG (DC 32), summon monster VIII 7th—control weather, finger of death (DC 30), firebrandAPG (DC 30), hungry darkness, prismatic spray, greater teleport 6th—mass cat's grace, chain lightning (DC 30), chain lightning (DC 30), freezing sphere (DC 30), ice crystal teleportUM (DC 29), summon monster VI 5th—cloudkill (DC 28), cone of cold (DC 29), cone of cold (DC 29), hungry pitAPG (DC 28), interposing hand, teleport, teleport 4th—black tentacles, black tentacles, curse of magic negationUM (DC 27), dimension door, enervation, enervation, enervation, fleshworm infestationUM (DC 27) 3rd—dispel magic, fireball (DC 27), fireball (DC 27), fireball (DC 27), fireball (DC 27), invisibility sphere, communal protection from arrowsUC, silver dartsACG (DC 26) 2nd—bull's strength, cat's grace, fiery shurikenUC, flaming sphere (DC 26), stone discusACG, stone discusACG, stone discusACG, stone discusACG 1st—grease, mage armor, magic missile, magic missile, magic missile, magic missile, magic missile, shield 0th (at will)—detect magic, detect poison, disrupt undead, drenchUM (DC 23), joltUM, mage hand, open/close (DC 23), touch of fatigue (DC 23)
Companions Languages Abyssal Aklo Aquan Auran Celestial Common D'ziriak Daemonic Draconic Elven
Giant Gnoll Gnome Goblin Ignan Infernal Infernal Plantspeech (fungi) Sylvan Undercommon
Frau Tiffany (Arcane Familiar), Female homunculus (valet) - CL2 - CR 1 STR 12 (+1), DEX 14 (+2), CON - (0), INT 19 (+4), WIS 12 (+1), CHA 13 (+1); Fortitude +5, Reflex +7, Will +11 HP: 71/71; Init: +2; Speed: 20 feet Attack Bonus: +10/+5; Armor Class: 27 / 14Tch / 25Fl Acrobatics +4, Appraise +5, Bluff +11, Climb +3, Diplomacy +17, Disable Device +1, Escape Artist +4, Fly +24, Intimidate +2, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +20, Knowledge (local) +7, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +20, Knowledge (religion) +7, Linguistics +12, Perception +19, Profession (sailor) +2, Sense Motive +17, Spellcraft +20, Stealth +26, Swim +3, Use Magic Device +17 Bite (Homunculus (Valet)) Melee +6, 1d4, ×2 Special: Able Assistant (Ex), Aide to All (Ex), Bane (evil outsiders), Darkvision (60 feet), Deliver Aid (Ex), Flight (50 feet, Good), Flyby Attack, Immunity to Ability Damage, Immunity to Ability Drain, Immunity to Bleeds, Immunity to Death and Necromancy effects, Immunity to Disease, Immunity to Energy Drain, Immunity to Exhausted, Immunity to Fatigue, Immunity to Mind-Affecting effects, Immunity to Nonlethal Damage, Immunity to Paralysis, Immunity to Poison, Immunity to Sleep, Immunity to Stunning, Improved Evasion (Ex), Low-Light Vision, Poison: Bite—Injury (DC 13) (Ex), Prestidigitation (Sp), Spell Resistance (21), Teammate (Ex), Telepathic Link (1,500') (Ex) Charges: Wand of cure light wounds - 0/50
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Frau Tiffany Female homunculus (valet) - CL2 - CR 1 True Neutral Construct; Deity: Nethys; Age: 14; Height: 2' 4 "; Weight: 32lb.; Eyes: blue; Hair: blonde; Skin: porcelain Ability
Score
Modifier
12
+1
14
+2
-
0
19
+4
12
+1
13
+1
STR STRENGTH
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS WISDOM
CHA CHARISMA
Saving Throw
Total
FORTITUDE (CONSTITUTION)
REFLEX (DEXTERITY)
WILL (WISDOM)
Base
Ability
+5 =
+5
+7 =
+5
+2
+11 = +10
+1
Immunity to Ability Damage Immunity to Ability Drain Immunity to Bleeds Immunity to Disease Immunity to Energy Drain Immunity to Exhausted Immunity to Fatigue
AC
Armor Shield Dex
27 = 10 +3
Touch AC
+2
14
CM Bonus CM Defense Base Attack
Misc
Size
19
= = 10
Notes
Natur Deflec Dodge Misc
+2 +10 25
Flat-Footed AC
+8
Temp
Immunity to Mind-Affecting effects Immunity to Nonlethal Damage Immunity to Paralysis Immunity to Poison Immunity to Sleep Immunity to Stunning Spell Resistance (21)
Immunity to Death and Necromancy effects
Total
Resist
Temporary
BAB
Dexterity
Size
Misc
+8
+2
-2
-
BAB
Strength
Dexterity
Size
+8
+1
+2
-2
+8
HP
71
Damage / Current HP
Initiative Speed
+2 20 ft
+1 evil outsiders-bane cold iron longspear
Both hands: +12/+7, 1d4+2 plus 2d6 vs. evil outsiders
Crit: ×3 2-hand, P, Brace, Reach
+1 underwater light crossbow
Ranged: +11/+6, 1d4+1 Ranged, both hands: +13/+8, 1d4+1
Crit: 19-20/×2 Rng: 80' 2-hand, P
Skill Name
Acrobatics
Total
Ability
Ranks
+4
DEX (2)
2
Speed greater/less than 30 ft.: -4 to jump
+5 +11 +3 +17 +1 +1 +4 +24 +1 +2 +20 Knowledge (dungeoneering) +20 Knowledge (engineering) +5 Knowledge (geography) +5 Knowledge (history) +20 Knowledge (local) +7 Knowledge (nature) +5 Knowledge (nobility) +5 Knowledge (planes) +20 Knowledge (religion) +7 Linguistics +12 Perception +19 Profession (sailor) +2 Ride +2 Sense Motive +17 Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Heal Intimidate Knowledge (arcana)
INT (4) CHA (1) STR (1) CHA (1) DEX (2) CHA (1) DEX (2) DEX (2) WIS (1) CHA (1) INT (4) INT (4) INT (4) INT (4) INT (4) INT (4) INT (4) INT (4) INT (4) INT (4) INT (4) WIS (1) WIS (1) DEX (2) WIS (1)
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.
(1) (10) 2 (16) (1) 2 (11) (1) (16) 16 (1) (1) (16) (3) (1) (1) (16) (3) (8) 18 (1) (16)
Temp
Skills Skill Name
Spellcraft Stealth Survival Swim Use Magic Device
Experience & Wealth
Total
Ability
Ranks
+20 +26 +1 +3 +17
INT (4)
(16) (16) (2) (16)
DEX (2) WIS (1) STR (1) CHA (1)
Temp
Current Cash: You have no money! Reputation: Fame: 3, PP: 3, 100 miles.
Spell-Like Abilities Prestidigitation (Sp)
Tracked Resources
Feats
Wand of cure light wounds
Flyby Attack You can take a standard action during your move action while flying.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Bite (Homunculus (Valet)) Crit: ×2 Light, B/P/S
Main hand: +6, 1d4 Gear
Languages Abyssal Aquan Common
Daemonic Terran
Total Weight Carried: 1/65lbs, Light Load (Light: 21.5 lbs, Medium: 43 lbs, Heavy: 65 lbs) +1 evil outsiders-bane cold iron longspear +1 underwater light crossbow Bracers of armor +3 Wand of cure light wounds
0.9 lbs 0.4 lbs 0.1 lbs -
Special Abilities Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Aide to All (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This ability replaces scry on familiar.
Bane (evil outsiders)
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition.
Darkvision (60 feet)
You can see in the dark (black and white vision only).
Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Flight (50 feet, Good) A creature with this ability can cease or resume flight as a free action. If the creature has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural, and it is ineffective in an antimagic field; the creature loses its ability to fly for as long as the antimagic effect persists.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 13) (Ex) You have a poison attack.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
Telepathic Link (1,500') (Ex) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
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.