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Medraut's page

121 posts. Alias of Edeldhur.

Full Name





Wizard Level 4









Strength 8
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 12
Charisma 8

About Medraut

Human Wizard 4
CG Medium Humanoid (human)
Init +7; Senses Perception +7
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (4d6+8)
Fort +4, Ref +3, Will +6
Speed 30 ft., Shift (10') (7/day)
Wizard Spells Prepared (CL 4, 1 melee touch, 3 ranged touch):
2 (3/day) Flaming Sphere (DC 16), Command Undead, Summon Monster II, Scorching Ray
1 (4/day) Magic Missile, Color Spray (DC 15), Magic Weapon, Magic Missile, Mage Armor (DC 16)
0 (at will) Dancing Lights, Mage Hand, Prestidigitation (DC 14), Detect Magic
Str 8, Dex 12, Con 14, Int 19, Wis 12, Cha 8
Base Atk +2; CMB +1; CMD 12
Feats Augment Summoning, Scribe Scroll, Spell Focus (Conjuration), Superior Summoning, Wizard Weapon Proficiencies
Traits Magical Lineage (Magic Missile), Reactionary
Skills Fly +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +8, Perception +7, Sense Motive +3, Spellcraft +10, Use Magic Device +3
Languages Abyssal, Celestial, Common, Daemonic, Draconic
SQ +4 bonus on initiative checks, Deliver Touch Spells Through Familiar, Empathic Link with Familiar, Enchantment, Extend metamagic rod (lesser) (3/day), Necromancy, Share Spells with Familiar, Summoner's Charm (+2 rds), Teleportation
Other Gear Cloak of resistance +1, Extend metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day)
Special Abilities
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Magical Lineage (Magic Missile) 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 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).
Shift (10') (7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) 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).
Superior Summoning When summoning more than one creature, summon an extra one
Teleportation Associated School: Conjuration


Arcane Familiar
Scorpion, Greensting
CG Tiny Magical Beast ((vermin))
Init +3; Senses darkvision; Perception +8
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural)
hp 15 (1d8)
Fort +2, Ref +4, Will +4
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +7 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (17 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Fly +11, Perception +8, Spellcraft +3, Stealth +15, Swim +3, Use Magic Device +0
SQ improved evasion, poison
Other Gear You have no money!
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

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