Edril's page

76 posts. Alias of ScorchedOne.









About Edril


Half-elf conjurer 1
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +1
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 6/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +6)
. . 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) +7, Diplomacy -2, Disable Device +3, Disguise -2, Escape Artist +3, Fly +0, Heal -1, Intimidate -2, Knowledge (arcana) +7, Knowledge (planes) +10, Perception +1, Ride +0, Sense Motive -1, Sleight of Hand +3, Spellcraft +7, Stealth +0, Survival -1, Swim -2; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven
SQ arcane bond (iron ring), 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).
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.
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).

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