Ring

Dragomir Lazarescu's page

17 posts. Organized Play character for Diaz Ex Machina.


Full Name

Dragomir Valentin Lazarescu III

Race

HP: 7/7 | AC: 11 (11 Tch, 10 Fl) | CMB: -2, CMD: 9 | Fort: +1, Ref: +1, Will: +3 |

Classes/Levels

Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Prescience: 7/7 | Spells: 1st 3/3 | Active conditions: None.

Gender

Male LN Human (Varisian) Arcanist (School Savant) 1 |

About Dragomir Lazarescu

Background:

The only heir to a minor noble Ustalavic family, Dragomir discovered at an early age his magical affinity, so his family sent him to Absalom to study at the Arcanamirium. Here he demostrated that his mind was more attuned to study than to the manipulation of raw magic and became one of the best students of the school. While in the City at the Center of the World he became interested with the Society, so he continued his studies at the Grand Lodge, joining the group after three years of training.

Statblock:

Dragomir Valentin Lazarescu III
Male human (Varisian) arcanist (school savant) 1 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Advanced Player's Guide 145)
LN Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks arcane reservoir (1/4), consume spells
Arcanist (School Savant) Spells Prepared (CL 1st; concentration +7)
. . 1st (3/day)—grease, heightened awareness[ACG], mage armor
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 7, Dex 12, Con 12, Int 19, Wis 12, Cha 14
Base Atk +0; CMB -2; CMD 9
Feats Cosmopolitan[APG], Magical Aptitude
Traits focused mind, influential
Skills Diplomacy +6 (+9 to make requests of a creature), Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Perception +5, Spellcraft +10, Survival +1 (+3 to avoid becoming lost), Use Magic Device +8
Languages Ancient Osiriani, Azlanti, Common, Draconic, Kelish, Osiriani, Thassilonian, Varisian
SQ forewarned, opposition schools (enchantment, necromancy), prescience (7/day), specialized school (foresight[APG])
Combat Gear potion of cure light wounds (3); Other Gear dagger, light crossbow with 20 bolts, wayfinder[ISWG], belt pouch, book lariat[ACG], ominous grimoire, signet ring, spell component pouch, light horse, backpack, bedroll, bit and bridle, feed (per day), flint and steel, furs, ink, inkpen, lamp, mess kit, oil, pack saddle, pot, saddlebags, scroll case, scroll of comprehend languages, scroll of disguise self, scroll of monkey fish, soap, torch, trail rations, waterskin, 10 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/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.
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Dalimil CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Combat Gear scroll of comprehend languages, scroll of disguise self, scroll of monkey fish, oil (5); Other Gear backpack, bedroll, bit and bridle, feed (per day) (2), flint and steel, furs[APG], ink, inkpen, lamp, mess kit[UE], pack saddle, pot, saddlebags, scroll case, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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Boons:

Radiant Ruby Feathers Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifted back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
. . Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
. . Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.
. . Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use restoration to remove a permanent negative level, check both boxes.
. . Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes. (The Hao Jin Cataclysm)