Simulacrum of Vraxeris the Illusionist

Arklore M. Flavii's page

227 posts. Organized Play character for Arklore.

Full Name

Arklore M. Flavii




Taldan evoker 7 NG Init +3; Senses Perception +10 Defense AC 18, touch 12, flat-footed 17 hp 58 Fort +5, Ref +4, Will +7








Neutral Good


Cayden Callean


Druma, Peddlegate


Common, Azlanti, Draconic, elven, Orc



Strength 13
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Arklore M. Flavii

Arklore M. Flavii
Male human (Taldan) evoker 7
NG Medium humanoid (human)
Init +3; Senses Perception +10
AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex; +2 deflection vs. evil)
hp 58 (7d6+28)
Fort +5, Ref +4, Will +7; +2 resistance vs. evil
Speed 30 ft. (20 ft. in armor)
Melee +1 keen longsword +5 (1d8+2/17-20) or
club +4 (1d6+1) or
dagger +4 (1d4+1/19-20)
Ranged mwk light crossbow +5 (1d8/19-20)
Special Attacks intense spells (+3 damage)
Arcane School Spell-Like Abilities (CL 7th; concentration +15)
7/day—force missile (1d4+3)
Evoker Spells Prepared (CL 7th; concentration +15)
4th—shout (DC 19), shout (DC 19), stoneskin
3rd—fireball (DC 18), fireball (DC 18), haste, lightning bolt (DC 18)
2nd—flurry of snowballs (DC 17), invisibility, magic missile, mirror image, scorching ray
1st—mage armor, magic missile, magic missile, magic missile, protection from evil, snowball[UW]
0 (at will)—detect magic, detect poison, read magic, resistance
Opposition Schools Enchantment, Necromancy
Str 13, Dex 12, Con 14, Int 18, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 16
Feats Alertness, Combat Casting, Greater Spell Penetration, Improved Familiar, Piercing Spell[UM], Spell Focus (evocation), Spell Penetration, Toughness, Uncanny Concentration[UM]
Traits focused mind, reactionary
Skills Acrobatics +2 (-2 to jump), Diplomacy +1, Handle Animal +1, Heal +2, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +11, Knowledge (religion) +10, Linguistics +9, Perception +10, Sense Motive +3, Spellcraft +13, Stealth -1, Survival +3 (+5 to avoid becoming lost), Swim -1, Use Magic Device +3
Languages Ancient Osiriani, Azlanti, Common, Draconic, Elven, Orc, Thassilonian
SQ arcane bond (familiar)
Combat Gear potion of cure light wounds (3), potion of endure elements (4), potion of lesser restoration, potion of protection from evil, wand of cure light wounds, alchemist's fire (5); Other Gear sapphire guardian, +1 keen longsword, club, crossbow bolts (30), dagger, mwk light crossbow, boots of the cat[UE], bracers of armor +1, cloak of resistance +1, greater talisman of freedom[OA], ioun torch ioun stone[APG], lesser talisman of life's breath[OA], ring of protection +1, wayfinder[ISWG], backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, trail rations (7), waterskin, whetstone, 1,516 gp, 5 sp
Special Abilities
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+3, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+3 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
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 (Evocation) Spells from one school of magic have +1 to their save DC.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks

A mechantile family, his father a prationer of the arcane

In his early teens, it was obvious that Arklore possessed skill in the arcane, but unlike his father, it was apparently gifted by blood and where others would need to adhere it a strict regimen to produce even the most minor effects, he could almost will them to happen.

Recognizing talent, Arklore's father sent him to Prophets Home, the the fortress of a Thousand Shields, home of the Mercenary League to study in its arcane tower, sometimes called the Scar.

(( Arklore has proficiency with longsword due to a Gen Con 2015 boon))

(( Arkore Gained a Sapphire Guardina as his Familiar due to a Games +1 Extravaganza Boon ))

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