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Character sheet for Marek Sundown, Tiefling Siege Mage
character sheet:
Marek Sundown
Male tiefling wizard (siege mage) 1 ( Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate
Combat 74)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2 —————
Defense —————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +0, Ref +1, Will +3
Resist cold 5, electricity 5, fire 5 —————
Offense —————
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—darkness
Wizard (Siege Mage) Spells Prepared (CL 1st; concentration +4)
1st—color spray (DC 14), detect magic
Opposition Schools Conjuration, Enchantment, Necromancy —————
Statistics —————
Str 10, Dex 12, Con 11, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Siege Engineer UC
Traits eye for plunder, eyes and ears of the city, mathematical prodigy
Skills Appraise +8, Bluff +3, Diplomacy +2, Perception +2, Profession (siege engineer) +5, Spellcraft +7,
Stealth +3, Swim +1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Orc
SQ empower siege engine, siege engine bond
Other Gear dagger, light crossbow, courtier's outfit, 83 gp —————
Special Abilities —————
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empower Siege Engine (Su) Sacrifice a spell to increase attack/targeting roll and damage of next
bonded siege engine attack.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Siege Engine Bond (3/day) (Su) Bond with siege engine within 30 ft. to aim and fire without a crew.
Siege Engineer You are considered proficient with all siege weapons
Male tiefling wizard (siege mage) 1 ( Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate
Combat 74)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2 —————
Defense —————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +0, Ref +1, Will +3
Resist cold 5, electricity 5, fire 5 —————
Offense —————
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—darkness
Wizard (Siege Mage) Spells Prepared (CL 1st; concentration +4)
1st—color spray (DC 14), detect magic
Opposition Schools Conjuration, Enchantment, Necromancy —————
Statistics —————
Str 10, Dex 12, Con 11, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Siege Engineer UC
Traits eye for plunder, eyes and ears of the city, mathematical prodigy
Skills Appraise +8, Bluff +3, Diplomacy +2, Perception +2, Profession (siege engineer) +5, Spellcraft +7,
Stealth +3, Swim +1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Orc
SQ empower siege engine, siege engine bond
Other Gear dagger, light crossbow, courtier's outfit, 83 gp —————
Special Abilities —————
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empower Siege Engine (Su) Sacrifice a spell to increase attack/targeting roll and damage of next
bonded siege engine attack.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Siege Engine Bond (3/day) (Su) Bond with siege engine within 30 ft. to aim and fire without a crew.
Siege Engineer You are considered proficient with all siege weapons
background to follow