
Full Name |
Aranmon |
Race |
Elf |
Classes/Levels |
Wizard 1; 6/8 hp; 12 AC/12 T/10 FF; Fort +1/Ref +2/Will +2; Init +6; Perc +2 |
Gender |
Male |
Size |
Medium |
Age |
124 |
Alignment |
LG |
Strength |
12 |
Dexterity |
15 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
10 |
About Aranmon
Aranmon (Lawful Good)
Initiative +6; Speed 30 ft. (6 sq.); CR 1/2; HP 8
Senses Low-Light Vision; Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
Fort +1, Ref +2, Will +2
Resist Elven Sleep Immunity
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OFFENSE
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Melee Arcane Bond Quarterstaff +2 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Mage Armor (1/day)
Wizard Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Magic Missile, Mount
0 (at will) Detect Magic, Mage Hand, Ray of Frost, Read Magic (DC 14)
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STATISTICS
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Str +1, Dex +2, Con +1, Int +4, Wis 0, Cha 0
Skills Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Perception +2, Ride +3
Feats Improved Initiative
Traits Charming, Gifted Adept: Magic Missile
Equipment Adventurer's Kit, Alchemist's Fire (2), Candle (5), Chalk (5), Flint and Steel
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SPECIAL ABILITIES
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Acid Dart (7/day) 30' Ranged touch attack deals 1d6+0 Acid damage.
Arcane Bond: Masterwork Quarterstaff Cast any spell in your spellbook without preparation, once per day.
Charming +1 bonus on some checks against targets you can charm.
Conjuration Conjuration magic moves energy and matter from one place to another.
Conjurers focus on attack and defensive spells rather than illusions or mind-affecting magic.
Restricted Spells: You can never learn or cast charm person, de
Elven Sleep Immunity You are immune to magic sleep attacks (like sleep spells).
Gifted Adept: Magic Missile A chosen spell gets +1 CL.
Low-Light Vision You can see twice as far in dim light as a dwarf or a human.
Mage Armor (1/day) (Sp) Gives subject +4 armor bonus.
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