Arlindil

Arboreal's page

393 posts. Organized Play character for Merisal The Risen.


Full Name

Arboreal Transposer

Race

AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth

Classes/Levels

Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Gender

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6,

Size

Medium

About Arboreal

Arboreal
Male half-elf ranger 2/conjurer 5
N Medium humanoid (elf, human)
Init 7; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex; +2 deflection vs. evil)
hp 46 (7 HD; 5d6+2d10+12)
Fort 6, Ref 8, Will 8; +2 vs. enchantments; +2 resistance vs. evil
Immune sleep
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Offense
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Speed 30 ft.
Melee club +4 (1d6 B) or
dagger +4 (1d4 P or S/19+) or
mwk cold iron scimitar +5 (1d6 S/18+)
Ranged longbow +7 (1d8 P/×3)
Special Attacks combat style (archery), favored enemy (undead +2)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
7/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 7th; concentration +11)
3rd—summon monster iii, haste, lightning bolt (DC 17)
2nd—glitterdust (DC 17), resist energy, resist energy, see invisibility
1st—mage armor, magic missile, magic missile, protection from evil (2)
0 (at will)—detect magic, message, prestidigitation, read magic
Opposition Schools Illusion, Necromancy
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 17, Cha 8
Base Atk +4; CMB 4; CMD 17
Feats Alertness, Augment Summoning, Combat Casting, Heighten Spell, Improved Initiative, Precise Shot, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (transmutation)
Traits magical knack, master of pentacles
Skills Appraise +8, Handle Animal +3, Heal +7, Knowledge (arcana) +14, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +14, Perception +17 (+20 to sight-based checks in bright light), Sense Motive +5, Spellcraft +17, Survival +11, Swim +4; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Dwarven, Elven, Gnoll, Gnome, Ignan, Infernal, Sylvan, Terran
SQ arcane bond (danny boy, hawk), elf blood, summoner's charm (2 rounds), track +1, wild empathy +1
Combat Gear pearl of power (1st level), pearl of power (2nd level), potion of cure moderate wounds, potion of remove blindness/deafness, scroll of lesser restoration, lesser restoration, wand of cure light wounds (50 charges), wand of endure elements (18 charges), wand of mage armor (36 charges), wand of magic missile (CL 3rd, 22 charges), wand of protection from evil (45 charges), acid (4), holy water (4); Other Gear club, dagger, longbow, mwk cold iron scimitar, belt of incredible dexterity +2, cloak of resistance +1, elixir of vision, handy haversack, headband of vast intelligence +2, climber's kit, grappling hook, silk rope (50 ft.), wizard starting spellbook, danny boy, 767 gp
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Special Abilities
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Acid Dart (1d6+2 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Undead +2) (Ex) +2 to many rolls when dealing with creatures of the undead category.
Heighten Spell Increases spell level to effective level desired.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Track +1 Add the listed bonus to Survival checks made to track.
Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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