| Race |
| HP: 14/14| AC: 12( 12Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +2, R: +3, W: +5 | Init: +2 | Perc: +1, SM: +1 |
| Classes/Levels |
| Speed 30ft| Active conditions: none |
| Gender |
CORE Female LN Human Wizard(Conjurer) 2 |
About Auxia Pelica
Auxia Pelica
Human conjurer 2
LN Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+4)
Fort +2, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee cold iron dagger +1 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +8)
. . 7/day—acid dart (1d6+1 acid)
Conjurer Spells Prepared (CL 2nd; concentration +8)
. . 1st—enlarge person (DC 15), mage armor, obscuring mist, summon monster I
. . 0 (at will)—acid splash, detect magic, light, read magic
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 13
Feats Augment Summoning, Eschew Materials, Spell Focus (conjuration)
Traits focused mind, master of pentacles
Skills Appraise +9, Knowledge (arcana) +9, Knowledge (engineering) +8, Knowledge (local) +9, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +9, Spellcraft +9
Languages Aquan, Common, Elven, Infernal, Osiriani, Thassilonian, Varisian
SQ arcane bond (wand), summoner's charm (1 round)
Combat Gear arcane bond wand, potion of cure light wounds, scroll of comprehend languages, wand of cure light wounds, wand of magic missile; Other Gear cold iron dagger, cloak of resistance +1, backpack, bedroll, belt pouch, ink (2), inkpen, paper (5), scroll case, silk rope (50 ft.), sunrod (3), trail rations, waterskin, wizard starting spellbook, 463 gp, 3 sp
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Special Abilities
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Acid Dart (1d6+1 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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