Edril's page

101 posts. Alias of ScorchedOne.




Wizard / Cleric





About Edril


Male half-elf cleric (cloistered cleric) of Nethys 1/conjurer 1 (Pathfinder RPG Ultimate Magic 31)
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +1
Aura deflection aura (2 ft.)
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (2 HD; 1d6+1d8+4)
Fort +4, Ref +3, Will +6; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 6/day—acid dart (1d6 acid)
Cleric (Cloistered Cleric) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, shield[D]
. . 0 (at will)—guidance, stabilize
. . D Domain spell; Domain Protection (Defense[APG] subdomain)
Conjurer Spells Prepared (CL 2nd; concentration +7)
. . 1st—burning hands (DC 14), grease, summon monster I
. . 0 (at will)—detect magic, light, read magic
. . Opposition Schools Enchantment, Illusion
Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Scribe Scroll, Skill Focus (Knowledge [planes])
Traits elven reflexes, magical knack, riftwarden orphan
Skills Acrobatics +0, Appraise +1, Bluff -2, Climb -2, Craft (locks) +8, Diplomacy -2, Disable Device +4, Disguise -2, Escape Artist +4, Fly +0, Heal -1, Intimidate -2, Knowledge (arcana) +9, Knowledge (planes) +12, Knowledge (religion) +9, Linguistics +7, Perception +1, Ride +0, Sense Motive -1, Sleight of Hand +3, Spellcraft +8, Stealth +0, Survival -1, Swim -2; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Undercommon
SQ arcane bond (iron ring), breadth of knowledge, elf blood, meticulous, summoner's charm (1 round)
Other Gear iron ring, backpack, locksmithing tools, spell component pouch, thieves' tools, waterskin, wizard starting spellbook, 27 gp
Special Abilities
Acid Dart (1d6 acid, 6/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Iron Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).