Hand

Hytogg's page

220 posts. Alias of scranford.


Full Name

Hytogg

Race

Human

Classes/Levels

Wizard (Illusionist) 2 / Cleric2

Gender

Male

Size

Medium

Alignment

Neutral good

Deity

Nethys

About Hytogg

Character Sheet

Spoiler:

HYTOGG THE MAGNIFICANT CR 4
Male Human (Taldan) Cleric 3 Wizard 2
NG Medium Humanoid (Human)
Init +2; Senses Perception +7
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DEFENSE
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AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 22 (3d8+2d6)
Fort +4, Ref +4, Will +10
Resist Resistant Touch (6/day)
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OFFENSE
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Spd 20 ft.
Melee Dagger +2 (1d4-1/19-20/x2) and
. . Quarterstaff +2 (1d6-1/20/x2) and
. . Unarmed Strike +2 (1d3-1/20/x2)
Ranged Crossbow, Light +5 (1d8/19-20/x2)
Special Attacks Terror (max 2 HD) (6/day)
Spell-Like Abilities Resistant Touch (6/day)
Cleric Spells Known (CL 3, 2 melee touch, 5 ranged touch):
2 (2/day) Restoration, Lesser (DC 15), Hold Person (DC 15), Magic Mouth (DC 16)
1 (3/day) Protection from Evil (DC 14), Bless, Summon Monster I, Sanctuary (DC 14)
0 (at will) Detect Poison, Purify Food and Drink (DC 13), Enhanced Diplomacy, Spark (DC 13)
Wizard Spells Known (CL 4, 2 melee touch, 5 ranged touch):
1 (3/day) Magic Missile, Mage Armor (DC 14), Color Spray (DC 15), Burning Hands (DC 14)
0 (at will) Acid Splash, Ghost Sound (DC 14), Detect Magic, Prestidigitation (DC 13)
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STATISTICS
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Str 8, Dex 14, Con 10, Int 16, Wis 17, Cha 12
Base Atk +3; CMB +2; CMD 13
Feats Eclectic, Extra Channel, Scribe Scroll, Spell Focus: Illusion, Spell Penetration, Wizard Weapon Proficiencies
Traits Magical Knack: Wizard, Missing Child (Sibling)
Skills Acrobatics -4, Appraise +9, Climb -7, Craft (Alchemy) +11, Diplomacy +8, Escape Artist -4, Fly -4, Knowledge (Arcana) +10, Knowledge (Engineering) +7, Knowledge (History) +7, Knowledge (Planes) +8, Knowledge (Religion) +9, Linguistics +7, Perception +7, Ride -4, Sense Motive +12, Spellcraft +11, Stealth -4, Swim -7
Languages Common, Draconic, Infernal, Shoanti, Thassilonian
SQ +3 to Hit Points, Aura (Ex), Cleric Channel Positive Energy 2d6 (6/day) (DC 12) (Su), Cleric Domain: Magic, Cleric Domain: Protection, Empathic Link with Familiar (Su), Extended Illusions (+1r) (Su), Hand of the Acolyte (6/day) (6/day) (Su), Necromancy, Phantasm, Share Spells with Familiar, Spontaneous Casting, Transmutation
Combat Gear Crossbow, Light, Dagger, Quarterstaff; Other Gear Backpack (2 @ 4 lbs), Holy symbol, silver: Nethys, Noble's outfit, Potion of Invisibility, Pouch, belt (empty), Scroll: Blur, Spell component pouch, Spellbook, wizard's (blank), Travelling Spellbook (blank), Wand of Magic Missile
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SPECIAL ABILITIES
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+3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (6/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Magical Knack: Wizard +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Phantasm Associated School: Illusion
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
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).
Spell Focus: Illusion Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Terror (max 2 HD) (6/day) (Sp) Melee touch attack allows you or an ally an AoO against the target.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

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Morty

Spoiler:

MORTY CR 1/8
Male Toad
Diminutive Magical Beast
Init +1; Senses Low-Light Vision, Scent; Perception +9
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DEFENSE
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AC 16, touch 15, flat-footed 15. . (+1 Dex, +4 size, +1 natural)
hp 4 (1d10-2)
Fort +0, Ref +3, Will +4
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OFFENSE
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Spd 5 ft.
Melee Unarmed Strike +0 (--5)
Space 1 ft.; Reach 0 ft.
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STATISTICS
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Str 1, Dex 12, Con 6, Int 10, Wis 15, Cha 4
Base Atk +5; CMB -2; CMD 3 (7 vs. Trip)
Feats Skill Focus: Perception
Skills Appraise +1, Climb +1, Fly +7, Perception +9, Sense Motive +3, Spellcraft +1, Stealth +21, Swim +1
Languages
SQ Improved Evasion (Ex)

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SPECIAL ABILITIES
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Loot

Spoiler:

1998 gp

Conditions

Spoiler:

HP:19
GP:9
EXP:0
Hero Points: 1
Other conditions:
Spells Cast:
Blinding Ray: (6) 0/6 Used
d20 Rolls for DM use (Misc Rolls (1d20=6, 1d20=15, 1d20=8, 1d20=16, 1d20=16, 1d20=7, 1d20=8, 1d20=6, 1d20=5, 1d20=3, 1d20=4, 1d20=19))