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Medraut's page

144 posts. Alias of Edeldhur.

Full Name





Wizard Level 1









Strength 12
Dexterity 15
Constitution 14
Intelligence 18
Wisdom 14
Charisma 12

About Medraut

Male human wizard 1
CG Medium humanoid (human)
Init +8; Senses Perception +4
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +4
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . quarterstaff +1 (1d6+1)
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—burning hands{super}S{/super} (DC 16), burning hands (DC 16), grease
. . 0 (at will)—detect magic, light, ray of frost
Str 12, Dex 15, Con 14, Int 18, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, reactionary
Skills Intimidate +2, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +4, Sense Motive +4, Spellcraft +8
Languages Abyssal, Common, Draconic, Infernal, Sylvan
SQ arcane bond (arcane bond [familiar]), intense spells, opposition school (enchantment, necromancy), specialized school (admixture), versatile evocation
Other Gear dagger, quarterstaff, 148 gp
Special Abilities
Admixture Associated School: Evocation
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


Scorpion, greensting (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Climb +7, Intimidate -3, Perception +8, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

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