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Antoni D'Asterii's page

71 posts. Alias of Torilgrey.


Full Name

Antoni D'Asterii

Race

Human (Varisian)

Classes/Levels

Sorcerer (Tattooed Sorcerer, wildblooded) 3, HP 18/18, AC 12 T 12 FF 10, Fort 2, Ref 3, Will 3, Initiative +2, Perception +2

Gender

Male

Size

Medium

Age

23

Alignment

CG

About Antoni D'Asterii

Antoni D'Asterii
Human (Varisian) sorcerer (tattooed sorcerer, wildblooded) 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
NG Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (3d6+4)
Fort +2, Ref +3, Will +3 (+1 vs. enchantment effects); +2 trait bonus vs. Disease
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . longspear +1 (1d8/×3)
Ranged light crossbow +3 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 3rd; concentration +7)
. . 3/day—ghost sound (DC 15)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—color spray (DC 16), entangle (DC 15), grease, vanish[APG] (DC 16)
. . 0 (at will)—daze (DC 14), detect magic, light, message, prestidigitation, ray of frost, read magic
. . Bloodline Sylvan
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Statistics
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Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Eschew Materials, Harrowed[ISWG], Spell Focus (illusion), Varisian Tattoo[ISWG]
Traits blight-burned, harrow chosen
Skills Bluff +9, Craft (tattoo) +5, Handle Animal +5, Intimidate +9, Knowledge (arcana) +6, Knowledge (nature) +5, Linguistics +3, Perception +2, Profession (fortune-teller) +5, Profession (merchant) +4, Sense Motive +2, Spellcraft +6, Use Magic Device +9
Languages Common, Kelish, Shoanti, Sylvan, Varisian
SQ bloodline tattoos, familiar tattoo, woodland stride
Combat Gear cold iron crossbow bolts (50), potion of cure light wounds, potion of shield of faith +2, scroll of alarm, scroll of shield companion, wand of cure light wounds, wand of mage armor (50 charges), wand of magic fang (50 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin; Other Gear dagger, light crossbow, longspear, ioun torch ioun stone[APG], bandolier[UE], belt pouch, candle (10), chalk (10), charcoal (2), filter scarf[UW], flint and steel, harrow deck[UE], ink, inkpen, masterwork backpack[APG], mirror, mwk manacles, scroll case, sewing needle, signal whistle, tattoo[UE], tattooing tools, thread (50 ft.), tindertwig (2), donkey, bedroll, blanket, Box of fishing tackle (2 lb), feed (per day), Fishing pole, simple (1 lb), hemp rope (50 ft.), mess kit, pack saddle, pot, saddlebags, small tent, torch, trail rations, donkey, canvas (10'x10'.), feed (per day), pack saddle, saddlebags, soap, waterskin, 9 sp, 7 cp
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Varisian Tattoo (Illusion) Spells from chosen school gain +1 caster level.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Caleb CR –
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 natural, +1 size)
hp 17 (2d8+4)
Fort +5, Ref +6, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d4+1)
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Statistics
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Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Fighting, Heel, Stay, Track
Skills Acrobatics +1 (+9 to jump), Perception +5, Stealth +9, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, fetch, fighting, heel, track
Other Gear lamellar (leather) armor[UC]
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.

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Oscar the Donkey CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear bedroll, blanket[APG], box of fishing tackle (2 lb), feed (per day) (2), fishing pole, simple (1 lb), hemp rope (50 ft.), mess kit[UE], pack saddle, pot, saddlebags, small tent, torch (2), trail rations (10)
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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Sam the Donkey CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear canvas (10'x10'.), feed (per day) (8), pack saddle, saddlebags, soap, waterskin
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.