About Archidamus
Archidamus
Male elf wizard 7 (Pathfinder RPG Bestiary 115)
CN Medium humanoid (elf)
Init +10; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 44 (7d6+14)
Fort +3, Ref +5, Will +9 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
Immune sleep
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee darkwood quarterstaff +4 (1d6) or
. . mwk silver dagger +4 (1d4-1/19-20)
Spell-Like Abilities (CL 7th; concentration +11)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, dream, suggestion (DC 16)
Wizard Spells Prepared (CL 7th; concentration +13)
. . 4th—arcane eye, confusion (DC 19), confusion (DC 19)
. . 3rd—clairaudience/clairvoyance, slow (DC 18), stinking cloud (DC 19), summon monster III
. . 2nd—create pit[APG] (DC 18), glitterdust (DC 18), hideous laughter (DC 17), see invisibility, web (DC 18)
. . 1st—detect secret doors, mage armor, magic missile, obscuring mist, protection from evil, vanish[APG] (DC 16)
. . 0 (at will)—daze (DC 15), message, read magic, resistance
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 10, Dex 14, Con 10, Int 20, Wis 16, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Craft Wondrous Item, Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Toughness
Traits arcane temper, magic is life, suspicious
Skills Appraise +9, Bluff +12, Diplomacy +7, Disguise +13, Fly +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +12, Sense Motive +16, Spellcraft +15; Racial Modifiers +2 Bluff
Languages Abyssal, Draconic, Elven, Giant, Goblin, Sakvroth, Thassilonian, Varisian
SQ arcane bond ("quinn", quasit), dreamspeaker, forewarned, poison use, power-hungry, prescience
Combat Gear extend metamagic rod (lesser), pearl of power (1st level), pearl of power (3rd level), potion of cure moderate wounds, potion of gaseous form, scroll of alarm, blindness/deafness, rope trick, touch of idiocy, scroll of black tentacles, haste, scroll of burning hands (CL 3rd), scroll of clairaudience/clairvoyance, scroll of endure elements, endure elements, endure elements, endure elements, endure elements, endure elements, scroll of fly, scroll of keen edge, lightning bolt, scroll of make whole, scroll of protection from evil, protection from evil, protection from evil, protection from evil, protection from evil, protection from evil, scroll of see invisibility, shirt of immolation[UE], wand of dispel magic (5 charges), wand of knock (18 charges), wand of magic missile (34 charges), wand of silent image (5 charges); Other Gear darkwood quarterstaff, mwk silver dagger, cloak of resistance +1, handy haversack, hat of disguise, headband of vast intelligence +2, ring of sustenance, ring of the sublime, bedroll, belt pouch, belt w/ scabbard, candle, flask, flint and steel, ink, inkpen, mirror, parchment (6), pipe and pipe weed (worth 1 gp), sack, scroll case, spell component pouch, spellbook, spellbook, whetstone, light horse, 23 pp, 3 gp, 7 sp, 9 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 3 (Su) Can always act in surprise rounds.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.