Full Name |
62,798-2 |
Race |
18/18 HP || AC: 15 T: 13 FF: 12 CMD: 15 || F: +2 R: +4 W: +3 <Outsider, +2 vs Charm/Compulsion> || |
Classes/Levels |
Perc: +9 <Darkvision 60ft> || Init: +3 || N Female Sylph Necromancer 3 || Hvy Crossbow +4 - 1d10+1, 19/x2 or Club: +2 - 1d6+2 20x2 |
About "Deathwind"
Deathwind
Female sylph necromancer 3 (Pathfinder RPG Bestiary 2 258)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 18 (3d6+4)
Fort +2, Ref +4, Will +3; +2 trait bonus vs. charm and compulson
Resist electricity 5
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Offense
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Speed 30 ft.
Melee club +2 (1d6+2) or
. . dagger +2 (1d4+2/19-20)
Ranged heavy crossbow +4 (1d10+1/19-20)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—feather fall
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—grave touch (1 round)
Necromancer Spells Prepared (CL 3rd; concentration +6)
. . 2nd—ghoul touch (DC 16), ghoul touch (DC 16), lipstitch (DC 16)
. . 1st—cause fear (DC 15), detect secret doors, ray of enfeeblement (DC 15), ray of enfeeblement (DC 15)
. . 0 (at will)—acid splash, message, prestidigitation, read magic
. . Opposition Schools Enchantment, Illusion
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Statistics
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Str 12, Dex 16, Con 12, Int 16, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Alertness, Arcane Strike, Command Undead, Improved Channel, Spell Focus (necromancy)
Traits birthmark, tomb raider
Skills Fly +6, Knowledge (arcana) +9, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +9, Perception +9, Sense Motive +2, Spellcraft +9, Survival +2
Languages Aquan, Auran, Celestial, Common, Draconic, Ignan, Necril, Terran
SQ arcane bond (Bat Familiar, bat), power over undead
Combat Gear wand of endure elements (50 charges), wand of mage armor (50 charges), wand of magic missile (50 charges), wand of shield (50 charges); Other Gear +1 silken ceremonial armor[UC], club, crossbow bolts (20), dagger, heavy crossbow, basic maps , belt pouch, canteen[UE], flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], signet ring, soap, spell component pouch, the swordsman's analects (spellbook, level 3 universalist), wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 761 gp, 9 sp
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Tracked Resources
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Club - 0/1
Command Undead (6/day, DC 14) - 0/6
Crossbow bolts - 0/20
Dagger - 0/1
Feather Fall (1/day) - 0/1
Grave Touch (1 round, 6/day) (Sp) - 0/6
Wand of endure elements (50 charges) - 0/50
Wand of mage armor (50 charges) - 0/50
Wand of magic missile (50 charges) - 0/50
Wand of shield (50 charges) - 0/50
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Command Undead (DC 12) (Su) Receive Command Undead or Turn Undead as a bonus feat.
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.
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.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
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1.) First Steps 1 <Wand of Mage Armor>
2.) First Steps 2 <Wand of Shield>
3.) First Steps 3 <Wand of Magic Missile>
4.) From Under the Ice <Wand of Endure Elements>
5.) The Consortium Compact
6.) The Horn of Aroden
Debt of the Kirin: You possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
Kayle’s Blessing You gain a +1 luck bonus on any saving throw against a dragon’s breath weapon. This bonus can be applied ater a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be sued three times. [] [] []
Icy Jewel Recovery (Scarab Sages): You have recovered an ice diamond, a gem that is highly receptive to magical energy. Tahonikepsu infused the ice diamond with powerful magic. Even the leftover shards of the diamond that she carved away carry a spark of power, which she is willing to share with those who helped her acquire the diamond. You may either take an ice diamond shard for free, or a greater ice diamond shard for the subsidized price of 300 gp. If you select an ice diamond shard, you can activate this boon to channel harmful magic targeting you into the shard, granting a +2 bonus on a saving throw after you roll the saving throw but before the GM reveals the result. Alternatively, you can activate this boon to use the ice diamond shard as an additional material component for a spell or spell-like ability. If you do so, the caster level for that spell or spell-like ability increases by 1. A greater ice diamond shard has the same properties as an ice diamond shard, except that it either grants a +3 bonus on a saving throw or increases the caster level of a spell or spell like ability by 2. When you use this boon, cross it off your Chronicle sheet.
Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
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Bat Familiar
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +12
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Defense
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AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 9 (1d8-2)
Fort +0, Ref +4, Will +5
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Offense
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Speed 5 ft., fly 40 ft. (good)
Melee bite +7 (1d3-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 4
Feats Weapon Finesse
Skills Acrobatics +2 (-10 to jump), Fly +16, Linguistics +1, Perception +12, Spellcraft +1; Racial Modifiers +4 Perception
SQ improved evasion
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Special Abilities
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Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.