About Meredian Adriatnaic
Initiative +4 (+4 dex)
+1 CMB (+1 BAB, +0 Str +0 size)
15 CMB (10, +1 BAB, +0 Str+4 Dex +0 size)
Melee Attacks: +1 (BAB +1, +0 Str)
To overcome spell resistance 1d20+2 or 3 (caster level)
HP Max :24 ( d6 WIz X3, +3 Con+3 favored class)
AC:18 (22 with Shield)(10 +4 mage armor, +4 Dex, +4 shield)
Fort- +2 (+1 Base, +1 Con)
+2 race bonus vs. enchantment.
Detect magic - Always on
@ will- dancing lights , deeper darkness , faerie fire , feather fall , and levitate
1/D- Comprehend languages, dispel magic , and Dimension door
Sorcerer Spells per day
Scribe $ lvl::GP cost; 0::5, 1::10, 2::40, 3::90, 4::160, 5::250, 6::360, 7::490, 8::640, 9::810
Knowledge (Arcana) [dice]1d20+12[/dice]
Knowledge (Dungeon) [dice]1d20+10[/dice]
Knowledge (engineer) [dice]1d20+10[/dice]
Knowledge (Geography) [dice]1d20+10[/dice]
Knowledge (History) [dice]1d20+10[/dice]
Knowledge (Local) [dice]1d20+10[/dice]
Knowledge (Nature) [dice]1d20+10[/dice]
Knowledge (Nobilitty) [dice]1d20+10[/dice]
Knowledge (Planes) [dice]1d20+10[/dice]
Knowledge (Religion) [dice]1d20+10[/dice]
Appraise +8 (+4 Int +1 Ranks, +3 Class Skill)
Bluff +7 (+2 Cha +1 rank, +3 Skill +1 Trait)
Fly +4 (+4 Dex +0Ranks, +3 Class Skill)
Know (Arcana) +12 (+4 Int +1 Ranks, +3 Class Skill+2Sor+2BOEx)
Know (Dungeoneering)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Engineering)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Geography)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (History)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Local)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Nature)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Nobility)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Planes)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Know (Religion)+10 (+4 Int +1 Ranks, +3 Class Skill+2BOEx)
Linguistics +8 (+4 Int +1 Ranks, +3 Class Skill)
Perception+11 (+2 Wis +3 Ranks, +3 Class +2 Elf,+1 Trait)
Spellcraft + 11 (+4 Int +1Ranks, +3 Class Skill+2 Sor)
Use Magic Device +6 (+2 Cha, +1 rank +3 Class Skill)
Stealth+4 (+4 dex, +0 ranks)
Profession (all) +2BOEx
1) Bonded Ring - Per mage arcane bond
MW manacles (Med creature DC 35 or break DC 28. hardness 10/ 10 HP)
Loot= unused or stored gear and goods
Eschew materialss, Scribe Scroll
1- Breadth of experience
Fast-Talker : You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Eyes and Ears of the City (LN): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution . Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
Normal Speed : Drow have a base speed of 30 feet.
Darkvision : Drow can see in the dark up to 120 feet.
Drow Immunities : Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Keen Senses : Drow receive a +2 racial bonus on Perception checks.
Spell Resistance : Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities : A drow can cast dancing lights , darkness , and faerie fire each once per day, using his total character level as his caster level.
Light Blindness : Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison Use : See Special Abilities, above.
Weapon Familiarity : Drow are proficient with the hand crossbow, rapier, and short sword.
Languages : Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Spell-Like Abilities : Drow nobles can cast dancing lights , deeper darkness , faerie fire , feather fall , and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor , dispel magic , and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
commonly summoned creature stats:
I have the summoner app, but I’ll use these links for quick reference and copy/paste ability during game as a DM tool.
All Elementals Link
SM 1: celestial eagle (3x melee attacks)
[spoiler=rare spell descriptions]
This is from the seeker of secrets book
TBD, but going to work it with monkeygod.
Sorcerer and wizard powers:
Scholars of the arcane are always creating new means to use magic.
Associated Bloodline : Arcane.
Bloodline Arcana : Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Bloodline Powers : Your preferred focus is a bolt of mind-spun magic.
Arcane Bolt (Sp) : Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.
Class Skill : Knowledge (any one).
Bonus Spells : identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Bonus Feats : Combat Casting , Improved Counterspell , Improved Initiative , Iron Will , Scribe Scroll , Skill Focus ( Knowledge [arcana]), Spell Focus , Still Spell .
Bloodline Arcana : Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers : Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Metamagic Adept (Ex) : At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Conjuration School (Teleport)
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su) : Whenever you cast a conjuration ( summoning ) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su) : At 1st level, you can teleport to a nearby space as a swift action as if using dimension door . This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps (Sp) : At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity . You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.