| Full Name |
Eldak Moonshadow |
| Race |
|
| Classes/Levels |
|
| Gender |
Male Elf Wizard (Divination School) 1 |
| Size |
Medium |
| Alignment |
CG |
| Deity |
Nethys |
| Languages |
Common, Elven, Draconic |
| Occupation |
Fortune-Teller |
| Strength |
12 |
| Dexterity |
12 |
| Constitution |
13 |
| Intelligence |
18 |
| Wisdom |
9 |
| Charisma |
12 |
About Eldak Moonshadow
Eldak Moonshadow
Male elf diviner 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . quarterstaff +1 (1d6+1)
Ranged light crossbow +1 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, magic missile, true strike
. . 0 (at will)—acid splash, dancing lights, detect magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 12, Con 13, Int 18, Wis 9, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Eschew Materials, Spell Focus (divination)
Traits classically schooled, secrets of the sphinx
Skills Appraise +8, Bluff +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +8, Perception +3, Profession (fortune-teller) +3, Sense Motive +1, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bond (arcane familiar, snake, viper), elven magic, forewarned, opposition school (enchantment, necromancy)
Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, candle, flint and steel, ink, black, inkpen, silk rope (50 ft.), spell component pouch, spellbook, trail rations (4), waterskin, 641 gp, 81 sp, 9 cp
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Special Abilities
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Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 1 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Secrets of the Sphinx (1/day, Knowledge [planes]) 1/day, Add +2 to a single Knowledge Check.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.
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Arcane Familiar
Snake, viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 17, touch 15, flat-footed 14 (+3 dexterity, +2 natural, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +3
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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-3)
Space 2 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
[b]Skills Appraise -1, Climb +11, Linguistics -1, Perception +9, Spellcraft -1, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 9) (Ex) Poison—Injury; save Fort DC 9; freq 1/rd for 6 rds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
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