About Varian JeggareInitiative: +9 [+3 Dex + 2 Trait + 4 Feat]
AC: 13 (10 + 3 Dex)
Hit Points: 42/42
Immune to Magic Sleep effects
Combat:
Base Atk: +3; CMB: +1; CMD: 14 Melee
Ranged
Skills:
Wizard: 2 (Class) + 8 (Intelligence) + 1 (FC) Loremaster: 4 (Class) + 8 (Intelligence) Acrobatics +3 Appraise +14 (+8 Int + 1 rank + 3 class skill + 2 MW Tool) Bluff -2 Climb -2 Craft(Alchemy) +12 (+8 Int + 1 rank + 3 class skill) *+2 on Day Job checks Diplomacy -2 Disguise -2 Escape Artist +3 Fly +14 (+3 Dex + 8 ranks + 3 class skill) Handle Animal +2 (-2 Cha + 1 rank + 3 class skill) Heal +4 (+0 Wis + 1 rank + 3 class skill) Intimidate -2 Knowledge(Arcana) +19 (+8 Int + 8 ranks + 3 class skill) Knowledge(Dungeoneering) +19 (+8 Int + 8 ranks + 3 class skill) Knowledge(Engineering) +12 (+8 Int + 1 rank + 3 class skill) Knowledge(Geography) +12 (+8 Int + 1 rank + 3 class skill) Knowledge(History) +12 (+8 Int + 1 rank + 3 class skill) Knowledge(Local) +12 (+8 Int + 1 rank + 3 class skill) Knowledge(Nature) +19 (+8 Int + 8 ranks + 3 class skill) Knowledge(Nobility) +12 (+8 Int + 1 rank + 3 class skill) Knowledge(Planes) +22 (+8 Int + 8 ranks + 3 class skill + 3 Feat) Knowledge(Religion) +19 (+8 Int + 8 ranks + 3 class skill) Linguistics +19 (+8 Int + 8 ranks + 3 class skill) Perception +23 (+0 Wis + 8 ranks + 3 class skill + 1 Trait + 2 racial + 2 Alertness + 5 Eyes + 2 Insight) Perform(Any) -2 Ride +2 Sense Motive +2 (+0 Wis + 2 Alertness) Spellcraft +19 (+8 Int + 8 ranks + 3 class skill) Stealth +3 Survival +0 Swim +5 Use Magic Device +9 (-2 Cha + 8 ranks + 3 class skill) Trait:
Observant:
Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks.
Feats:
1st: Greater Spell Focus: Conjuration 1st (Wizard Bonus): Spell Focus: Conjuration 3rd: Improved Initiative 5th: Skill Focus: Knowledge(Planes) 5th (Wizard Bonus): Empower Spell 7th: Improved Familiar 8th (Loremaster Bonus): Spell Penetration Racial Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Class Features:
Arcane Bond - Familiar (Spirit Oni)
Summoner's Charm (Su):
Acid Dart (Sp):
Spells:
Cantrips: Acid Splash, Detect Magic, Prestidigitation, Read Magic
1st level (4+2+1): Grease, Endure Elements, Mage Armor, Magic Missile (1/4 used) 2nd level (3+2+1): Glitterdust (2/4 used), Resist Energy, See Invisibility 3rd level (3+2+1): Dispel Magic, Fireball (0/2 used) Fireball (0/2 used), Spiked Pit 4th level (2+2+1): Black Tentacles, Dimension Door, Summon Monster IV (0/3 used) Equipment:
Explorer's Outfit Headband of Vast Intelligence +4 (16000) Timeworn Veemod Goggles (500) Eyes of the Eagle (2500) Cloak of Resistance +3 (9000) Quarterstaff (-) Waterskin (1) Backpack: (2)
Belt Pouch: (1)
Coins: 14,101gp, 0sp, 0cp Spellbook:
1st level: Air Bubble, Alarm, Animate Rope, Blurred Movement, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Corrosive Touch, Detect Secret Doors, Detect Undead, Disguise Self, Ear-Piercing Scream, Endure Elements, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Floating Disc, Grease, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Monkey Fish, Mount, Obscuring Mist, Polypurpose Panacea, Protection From Evil, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Shock Shield, Silent Image, Sleep, Stumble Gap, Summon Monster I, Technomancy, True Strike, Unseen Servant, Vanish, Ventriloquism, Vocal Alteration
2nd level: Acid Arrow, Alter Self, Bear's Endurance, Blindness/Deafness, Blur, Bull's Strength, Cat's Grace, Command Undead, Continual Flame, Darkness, Darkvision, False Life, Fire Breath, Flaming Sphere, Fox's Cunning, Ghoul Touch, Glitterdust, Gust of Wind, Haunting Mists, Hideous Laughter, Invisibility, Knock, Levitate, Minor Image, Mirror Image, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray, See Invisibility, Shatter, Spectral Hand, Spider Climb, Summon Monster II, Web 3rd level: Beast Shape I, Blood Biography, Daylight, Deep Slumber, Discharge, Dispel Magic, Displacement, Fireball, Fly, Gaseous Form, Haste, Heroism, Hold Person, Irradiate, Lightning Bolt, Phantom Steed, Protection From Energy, Recharge, Seek Thoughts, Spiked Pit, Stinking Cloud, Suggestion, Summon Monster III, Tongues 4th level: Black Tentacles, Dimension Door, Greater Invisibility, Greater Make Whole, Secure Shelter, Summon Monster IV
Tanbaru, Spirit Oni Familiar:
LE Tiny Outsider (Native, Oni) Init +8; Senses Darkvision 60 ft., Detect Magic; Perception +12 Defense: AC 17, touch 16, flat-footed 13 (+4 Dex, +5 natural, +2 size) HP 19 (3d10+3); fast healing 2 Fort +3, Ref +7, Will +6 Offense: Speed 10 ft., fly 30 ft. (good) Melee bite +9 (1d4–2), gore +9 (1d4–2 plus poison) Special Attacks Poison Spell-Like Abilities (CL 6th; concentration +8) Constant—Detect Magic At will—Invisibility (self only), Mage Hand 1/day—Command (DC 13), Sleep (DC 13) 1/week—Commune (CL 12th, 6 questions) Statistics: Str 6, Dex 19, Con 12, Int 13, Wis 12, Cha 15 Base Atk +3; CMB +5; CMD 13 (can’t be tripped) Feats Improved Initiative, Weapon Finesse Skills Acrobatics +7, Appraise +2, Bluff +8, Craft(Alchemy) +2, Fly +23, Handle Animal +3, Heal +2, Knowledge (Arcana) +12, Knowledge(Dungeoneering) +9, Knowledge(Engineering) +2, Knowledge(Geography) +2, Knowledge(History) +2, Knowledge(Local) +2, Knowledge(Nature) +9, Knowledge(Nobility) +2, Knowledge(Planes) +12, Knowledge(Religion) +9, Linguistics +9, Perception +12, Sense Motive +7, Spellcraft +9, Stealth +17, Use Magic Device +10 Languages Common, Hallit, Minkaian, Polyglot, Shoanti, Skald, Tien, Vudrani, Nidalese SQ Mask Symbiosis, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master Special Abilities: Mask Symbiosis (Ex) A spirit oni can be worn as a mask by a willing Small or Medium creature. While worn in this way, the wearer can see through the oni’s eyes and speak through its mouth, although the wearer retains its own senses and voice. The spirit oni remains a separate creature, and must detach from its host’s face (as a move action) if it wishes to take any action of its own (including attacking or using a spell-like ability). While a spirit oni is worn as a mask, it grants a +2 insight bonus on its host’s Perception checks. Poison (Ex) Gore—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Cha; cure 2 consecutive saves.
Chronicles:
The Prince of Augustana
Among the Living Among the Dead The Icebound Outpost Master of the Fallen Fortress The Segang Expedition From Under Ice The City of Strangers, Part I: The Shadow Gambit The City of Strangers, Part II: The Twofold Demise Hall of the Flesh Eaters Portent's Peril The Sanos Abduction Treacherous Waves Tapestry's Toil The Golemworks Incident Bones of Biting Ants The Jarlsblood Witch Saga The Dragon's Demand, Part III Fires of Karamoss Siege of Gallowspire The Sky Key Solution |