
Ragnir Brightaxe |

Helikon, here is Cheliandroshel,
Cheliandroshel Daggelorian
Elf (Taldan) conjurer 1
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Ranged longbow +3 (1d8/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 15), grease, protection from evil
0 (at will)—acid splash, detect magic, prestidigitation
Opposition Schools Necromancy, Transmutation
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Scribe Scroll
Traits local ties, reactionary
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Perception +3, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Orc, Sylvan
SQ arcane bond (scalloch, scorpion, greensting), elven magic, summoner's charm (1 round)
Combat Gear durable arrow; Other Gear longbow, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, soap, spell component pouch, spellbook (2), trail rations (5), waterskin, 38 gp, 9 sp
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Special Abilities
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Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Local Ties (Knowledge [engineering]) You are considered to have the technologist feat for Knowledge (engineering)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
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Scalloch
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse[B]
Tricks Come, Down, Heel, Perform, Seek, Stay
Skills Climb +7, Perception +8, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ come, down, heel, improved evasion, perform, seek, stay
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Special Abilities
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Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Perform [Trick] The animal will perform tricks.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
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Cheliandroshel Daggelorian was born of a fairly well off Elven family, and enjoyed a somewhat privileged life. Most everything about what his family tried to get him involved with, bored him, until he found magic. The sheer joy of bending the powers that be to your will and making something out of nothing was unlike anything he'd ever known. So his parent enrolled him into a prestigious magical school, where he excelled.
Eventually though, he grew bored of this as well. His masters we only interested in theory and Cheliandroshel wanted application. So he left everything behind, and is seeking new stores of knowledge, and places that he can practice his magic. This seeking brought him to the town of Torch, and Khonnir Baine, who is his new mentor.

BossBedlam |
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (4, 5, 2) = 11
3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (3, 3, 3) = 9
3d6 ⇒ (6, 6, 5) = 17