
Full Name |
Andrezi Mardu |
Race |
Male Human Transmuter 8 (HP: 58/58) | Init: +8 | AC: 14 (18 w/Mage Armor) T: 14, FF: 11 (15 w/Mage Armor) | Perception +9 | F: +4, R: +6, W: +8 | CMB: 3| CMD: 17 |
Classes/Levels |
Active conditions: Mage Armor, See Invisibility |
About Andrezi Mardu
Andrezi Mardu
Male human (Varisian) transmuter (enhancement[APG]) 8
CG Medium humanoid (human)
Init 8; Senses Perception +9
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 58 (8d6+24)
Fort 4, Ref 6, Will 8
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Offense
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Speed 30 ft.
Melee +1 longsword +4 (1d8 S/19+)
Transmuter Spells Prepared (CL 8th; concentration +15)
. . 4th—dimension door, improved invisibility, stone shape, summon monster IV
. . 3rd—aqueous orb[APG] (DC 20), dispel magic, fireball (DC 19), fly, haste
. . 2nd—bull's strength, glitterdust (DC 19), knock, scorching ray, see invisibility, summon monster II
. . 1st—alarm, enlarge person (DC 17), feather fall, grease, liberating command[UC], mage armor, magic missile
. . 0 (at will)—detect magic, light, open/close (DC 16), read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 16, Con 12, Int 23, Wis 12, Cha 13
Base Atk +4; CMB 3; CMD 17
Feats Acadamae Graduate, Augment Summoning, Feral Speech[UM], Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Toughness
Traits affable, arcane temper, arodenite sword training
Skills Diplomacy +12 (+14 to gather information.), Fly +12, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (planes) +16, Linguistics +14, Perception +9, Spellcraft +17
Languages Aquan, Auran, Common, Draconic, Dwarven, Elven, Hallit, Ignan, Infernal, Tengu, Terran, Varisian, Varisian
Combat Gear pearl of power (2nd level), potion of cure light wounds (2), potion of cure moderate wounds, potion of darkvision, potion of invisibility, scroll of scrying, wand of cat's grace, alchemist's fire, antiplague[APG], antitoxin; Other Gear +1 longsword, cloak of resistance +1, dweomer's essence, handy haversack, headband of vast intelligence +2, ring of protection +1, ring of sustenance, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, spellbook, torch (10), trail rations (5), waterskin, wizard starting spellbook, 97 pp, 693 gp, 5 sp
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Special Abilities
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Arcane Bond (Ring of sustenance) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment (+2 ability or +2 AC, 4 rounds, 9/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Enchantment
Enhancement
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Necromancy
Perfection of Self +4 (Intelligence, 8 rounds/day) (Su)
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spellbook: Cantrips - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1st - Alarm, Comprehend Languages, Enlarge Person, Feather Fall, Grease, Liberating Command, Mage Armor, Magic Missile, Monkey Fish, Protection from Evil, Shield, Silent Image, Touch of the Sea, Unseen Servant
2nd - Bull's Strength, Glitterdust, Invisibility, Knock, Resist Energy, Scorching Ray, See Invisibility, Spider Climb, Summon Monster II
3rd - Aqueous Orb, Daylight, Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Phantom Steed, Protection from Energy, Resist Energy (Communal), Slow, Tiny Hut, Tongues
4th - Dimension Door, Earth Glide, Improved Invisibility, Scrying, Stone Shape, Summon Monster IV
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