Baron Hannis Drelev

Quintillus Hispaninus's page

243 posts. Organized Play character for JASON RODARTE.


Race

LG human Conjuror | AC 12 (16), T 12 (16), FF 10 | 12 hp | Fort +1, Ref +2, Will +4;| Init +8 | Perc0ep +5 (Familiar Bonus) | CMD 12

About Quintillus Hispaninus

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Quintillus Hispaninus
Male human (Chelaxian) conjurer 2 ( Pathfinder Player Companion: Familiar Folio 8)
LG Medium humanoid (human)
Init +8; Senses Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20) or
dagger +1 (1d4/19-20) or
quarterstaff +1 (1d6)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day—acid dart (1d6+1 acid)
Conjurer (Pact Wizard) Spells Prepared (CL 2nd; concentration +5)
1st—grease, magic missile , summon monster I , summon monster I
0 (at will)— acid splash , detect magic , ray of frost , read magic
Opposition Schools Enchantment, Illusion, Necromancy
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Statistics
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Str 10, Dex 14, Con 13, Int 17, Wis 13, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Augment Summoning, Spell Focus (conjuration), Summon Good Monster
Traits force for good, reactionary
Skills Acrobatics -4 (-8 to jump), Appraise +7, Craft (calligraphy) +6, Knowledge (arcana) +8, Knowledge
(dungeoneering) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +8, Perception +3, Sense
Motive +3, Spellcraft +8
Languages Abyssal, Azlanti, Celestial, Common, Elven, Infernal
SQ arcane bond (Arcane Familiar, rabbit), pact, pact summons, summoner's charm (1 round)
Combat Gear scroll of color spray, color spray, magic missile, shield , scroll of mage armor, mage armor,
mage armor , wand of burning hands (CL 3rd, 4 charges) , alchemist's fire (2), holy water; Other Gear
dagger, dagger, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit UE, pot,
soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 1,175 gp
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Special Abilities
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Acid Dart (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
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.
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 to Initiative checks You gain the Alertness feat while your familiar is within arm's
reach.
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.
Pact (Angel) (Ex) Extraplanar being grants magic power and growth.
p1
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Special Abilities
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Acid Dart (1d6 acid, 6/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
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.
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 to Initiative checks You gain the Alertness feat while your familiar is within arm's
reach.
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.
Pact (Angel) (Ex) Extraplanar being grants magic power and growth.
Pact Summons (Ex) May summon outsiders of chosen subtype.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Celestial Eagle:

Celestial eagle CR 1/2
XP 200
Male celestial eagle ( Pathfinder RPG Bestiary , 118)
NG Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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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 acid 5, cold 5, electricity 5; SR 5
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +3 (1d4+2), 2 talons +3 (1d4+2)
Special Attacks smite evil
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Statistics
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Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Diehard, Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +10; Racial Modifiers +8 Perception—————
Ecology
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Environment temperate mountains
Organization solitary or pair
Treasure none
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fly (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (5) You have Spell Resistance.

[spoiler=Celestial Fire Beetle
Celestial fire beetle CR 1/3
XP 135
Male celestial fire beetle ( Pathfinder RPG Bestiary , 33)
NG Small vermin
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +0, Will +0
Immune mind-affecting effects; Resist acid 5, cold 5, electricity 5; SR 4
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Offense
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Speed 30 ft., fly 30 ft. (poor)
Melee bite +3 (1d4+3)
Special Attacks smite evil
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Statistics
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Str 14, Dex 11, Con 15, Int —, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 11 (19 vs. trip)
Feats Diehard
Skills Fly -2
SQ luminescence
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Ecology
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Environment any
Organization solitary, cluster (2-6) or colony (7-12)
Treasure none
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fly (30 feet, Poor) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's
luminescent glands continue to glow for 1d6 days after its death.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (4) You have Spell Resistance. [/spoiler]