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Alaric Winter's page

525 posts. Alias of imimrtl.


About Alaric Winter

ALARIC WINTER CR 3
Male Human (Taldan) Sorcerer 4
NG Medium Humanoid (Human)
Init +2; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 20 (4d6+4)
Fort +2, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Quarterstaff +2 (1d6/20/x2) and
. . Unarmed Strike +2 (1d3/20/x2)
Sorcerer Spells Known (CL 4, +2 melee touch, +4 ranged touch):
2 (4/day) Fire Breath (DC 17)
1 (8/day) Color Spray (DC 16), Silent Image (DC 16), Unseen Servant, Entangle (DC 16), Lock Gaze (DC 19), Vanish (DC 16)
0 (at will) Resistance (DC 15), Daze (DC 18), Light, Mage Hand, Prestidigitation (DC 15), Read Magic (DC 15), Ghost Sound (DC 15), Detect Magic, Mending
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 12, Int 14, Wis 12, Cha 20
Base Atk +2; CMB +2; CMD 14
Feats Craft Wondrous Item, Eschew Materials, Expanded Arcana: Sorcerer, Spell Focus: Enchantment
Traits Ease of Faith, Noble Born - Lebeda, Rich Parents
Skills Appraise +6, Bluff +11, Diplomacy +15, Disguise +7, Intimidate +11, Knowledge (Arcana) +9, Knowledge (Nature) +6, Ride +4, Spellcraft +9, Use Magic Device +14
Languages Common, Draconic, Elven, Sylvan
SQ Compass, Fey, Laughing Touch (8/day) (Su), Woodland Stride (Ex)
Combat Gear Quarterstaff; Other Gear Backpack (12 @ 14 lbs), Candle (5), Case, map or scroll (10 @ 0 lbs), Compass, Fishhook, Flask, Flint and steel, Ink (1 oz. vial, black) (2), Inkpen (4), Mirror, small steel, Parchment (sheet) (10), Pouch, belt (18 @ 2 lbs), Sealing wax, Sewing needle, Signet ring, Soap (per lb), Spell component pouch, String (50'), Sunrod (5), Vial, ink or potion, Wand of Magic Missile, Waterskin, Whistle, Signal, Wine (Fine, bottle)
--------------------
SPECIAL ABILITIES
--------------------
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (8/day) (Su) Melee touch attack leaves target able to take only move actions.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

ARVAKUR CR 2
Male Horse, Heavy
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 14. . (+3 armor, +4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse, Heavy) +4 (1d4+5/20/x2) and
. . Hooves x2 (Horse, Heavy) -1 x2 (1d6+2/20/x2) and
. . Unarmed Strike +4 (1d4+5/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +3, Climb +4, Escape Artist +3, Fly +1, Perception +8, Ride +3, Stealth -1, Swim +4
Languages
SQ Cold weather outfit, Combat Riding [Trick]
Combat Gear Studded Leather; Other Gear Bedroll, Blanket, Blanket, winter, Cold weather outfit, Grappling hook, Lantern, bullseye, Oil (1-pint flask) (4), Rations, trail (per day) (5), Rope, silk (50 ft.), Sack (empty) (3), Saddle (Riding), Saddlebags (20 @ 58.5 lbs), Tent, Large
--------------------
SPECIAL ABILITIES
--------------------
Cold weather outfit +5 Fort save vs. cold weather.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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