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Zayifid

Nowzai al'Nazari's page

715 posts. Alias of nomadicc.


Race

Human

Classes/Levels

Wizard (Conjuror) 10

Gender

Male

About Nowzai al'Nazari

Statblock:
Nowzai al'Nazari
Male Human (Keleshite) Wizard 10
LG Medium humanoid (human)
Init +2; Senses Perception +11
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 64 (10d6+16)
Fort +4, Ref +6, Will +9; +2 trait bonus vs. illusion
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Offense
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Speed 30 ft.
Ranged light crossbow +7 (1d8/19-20)
Wizard Spells Prepared (CL 10th; concentration +18):
. . 5th—summon monster v{super}S{/super}, summon monster v, telekinesis, wall of stone
. . 4th—black tentacles, secure shelter, stoneskin, summon monster iv{super}S{/super}, summon monster iv (2)
. . 3rd—magic circle against evil, sound lance (3), summon monster iii{super}S{/super}, wind wall
. . 2nd—baleful transposition{super}S{/super}, darkvision, greater slide, levitate (2), resist energy (2)
. . 1st—benign transposition{super}S{/super}, benign transposition, feather fall, identify, lesser orb of sound (2), shield
. . 0 (at will)—detect magic, light, open/close (DC 18), sonic snap
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Statistics
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Str 8, Dex 14, Con 10, Int 26, Wis 12, Cha 9
Base Atk +5; CMB +4; CMD 16
Feats Augment Summoning, Craft Wand, Extend Spell, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (conjuration), Spell Penetration, Superior Summoning, Toughness
Traits nobility, skeptic
Skills Appraise +15, Craft (books) +23, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +17, Knowledge (geography) +16, Knowledge (history) +17, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +27, Knowledge (religion) +19, Linguistics +14, Perception +11, Sense Motive +11, Spellcraft +21
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Infernal, Kelish, Osiriani, Ancient, Polyglot, Thassilonian
SQ acid dart, arcane bonds (arcane bond [ring]), dimensional steps, opposition schools (illusion, necromancy), specialized schools (conjuration), summoner's charm
Combat Gear feather token (bird), feather token (fan), pearl of power (1st level), potion of gaseous form, ring of counterspells, staff of size alteration, wand of acid arrow, wand of detect secret doors, wand of mage armor (39 charges), wand of magic missile, wand of unseen servant (50 charges), thunderstone; Other Gear crossbow bolts (20), light crossbow, bracers of armor +2, cloak of resistance +1, handy haversack, headband of vast intelligence +4, - arcane bond ring -, slippers of spider climbing, masterwork artisan's tools, sunrod (2), travelling spellbook, leather journal (1 lb), 322 pp, 154 gp, 2 sp
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Special Abilities
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Acid Dart (11/day) (Sp) 30' Ranged touch attack deals 1d6+5 Acid damage.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Dimensional Steps (300'/day, 60 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Nobility You were born into a noble family. You start play with 200 gp and gain a +1 bonus on Diplomacy and Intimidate checks against Cauldron citizens. Your family's notoriety gives you a -4 penalty to Disguise checks.
Ring of counterspells Counters this spell when it's cast on you.
Skeptic +2 save vs. illusion.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+5 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning You can summon more creatures.
Wand of mage armor (39 charges) Add this item to create a wand of a chosen spell.
Wand of unseen servant (50 charges) Add this item to create a wand of a chosen spell.
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Summoned Lantern Archon:

Lantern Archon (Augmented)
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
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AC 15, touch 11, flat-footed 15 (+4 natural, +1 size); +2 deflect vs evil
hp 19 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs poison, +2 resistance vs evil
DR 10/evil; Immune electricity, petrification
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Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6/x2)
Spell-like Abilities (CL 3rd)
At Will - aid, continual flame, detect evil, greater teleport (self plus 50 lbs of objects only)
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Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMB 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
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Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Summoned Hound Archon:

Hound Archon (Augmented)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle vs evil
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AC 19, touch 10, flat-footed 19 (+9 natural); +2 deflection vs evil
hp 52 (6d10+18)
Fort +8, Ref +5, Will +5; +4 vs poison, +2 resistance vs evil
DR 10/evil; Immune electricity, petrification; SR 15
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Speed 40 ft.
Melee mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4)
Power Attack mwk greatsword +9/+4 (2d6+11), bite +3 (1d8+6)
Spell-like Abilities (CL 6th)
Constant - detect evil, magic circle vs evil
At Will - aid, continual flame, detect evil, greater teleport (self plus 50 lbs of objects only), message
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Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +10; CMB 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)
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Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Summoned Celestial Eagle:

Celestial Eagle (Augmented)
LG Small animal (extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Resist cold 5, acid 5, electricity 5; SR 5
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Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Special Attacks Smite Evil 1/day (swift action, adds +1 bonus to damage against evil target; persists until target is dead or the celestial eagle rests)
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Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMB 13
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
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Summoned Earth Elemental:

Large Earth Elemental (Augmented)
N Large outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11
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AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size)
hp 84 (8d10+40)
Fort +11, Ref +1, Will +6
DR 5/-; Immune elemental traits
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Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +16 (2d6+9)
Power Attack 2 slams +13 (2d6+15)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery
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Str 28, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +18; CMB 27
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack
Skills Appraise +6, Climb +17, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
Languages Terran
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Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)


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