Edgerson
Male tiefling evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 264)
LN Medium outsider (native)
Init +4;
Senses darkvision 60 ft.; Perception +2
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 7 (1d6+1)
Fort +1,
Ref +4,
Will +3
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6) or
. . 2 claws -5 (1d4)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), color spray (DC 15), magic missile
. . 0 (at will)—acid splash, detect magic, mage hand
. .
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10,
Dex 18,
Con 12,
Int 19,
Wis 13,
Cha 9
Base Atk +0;
CMB +0;
CMD 14
Feats Armor Of The Pit[ARG], Scribe Scroll
Traits boarded in cheliax, unscathed
Skills Acrobatics +1 (-3 to jump), Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Linguistics +8, Perception +2, Spellcraft +8, Survival +2 (+4 to avoid becoming lost)
Languages Abyssal, Celestial, Common, Draconic, Elven, Halfling, Infernal
SQ arcane bond (Arcane Familiar, greensting scorpion), fiendish sprinter[ARG], prehensile tail[ARG], versatile evocation
Combat Gear oil (5);
Other Gear dagger, dagger, dagger, quarterstaff, bedroll, belt pouch, compass[APG], flint and steel, hemp rope (50 ft.), ink, inkpen, jewelry[UE], jewelry[UE], jewelry[UE], masterwork backpack[APG], mess kit[UE], mirror, oldlaw whiskey (per bottle)[UE] (2), paper (5), scroll case, spell component pouch, trail rations (5), vial (5), waterproof bag[UE], waterproof bag[UE], waterproof bag[UE], waterproof hooded lantern[UE], waterskin, 10 gp, 9 sp, 1 cp
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Tracked Resources
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Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Trail rations - 0/5
Versatile Evocation (7/day) (Su) - 0/7
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Special Abilities
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Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white only).
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, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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