Wizard (Shadowcaster) [3] | HP 20 | AC 12 {16} T 12 FF 10 {14} | F +3 R +4 W +5 (+2 vs. enhancements, immune to sleep) | CMB -1 CMD 11 (FF 9) | Init +8 | Perc +6 | SM +1
Gender
Male
Strength
7
Dexterity
14
Constitution
12
Intelligence
19
Wisdom
12
Charisma
12
About Elsten Silastriel
PFS # 79644-18
Faction : Grand Lodge
No Day Job
Stat Block:
Elsten Silastriel
Male Elf Wizard (Shadowcaster) 3
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee club -1 (1d6-2) and
dagger -1 (1d4-2/19-20)
Wizard (Shadowcaster) Spells Prepared (CL 3rd; concentration +7):
2nd—glitterdust (DC 17), glitterdust [S] (DC 17), invisibility
1st—color spray (DC 15), protection from evil, protection from evil, shield, sleep (DC 15), summon monster i [S]
0 (at will)—detect magic, light, read magic, resistance
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Statistics
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Str 7, Dex 14, Con 12, Int 19, Wis 12, Cha 12
Base Atk +1; CMB -1; CMD 11
Feats Augment Summoning, Improved Initiative, Spell Focus (conjuration)
Traits genie-caller, reactionary
Skills Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +6, Spellcraft +10 (+12 to determine the properties of a magic item), Use Magic Device +4; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Shadowtongue, Sylvan, Tien
SQ acid dart, elven magic, opposition schools (necromancy, transmutation), shadow spell slots (shadow spell slot, shadow spell slot), weapon familiarity, shadow spells, specialized schools (conjuration), summoner's charm
Combat Gear wand of mage armor (50 charges), wand of magic missile (50 charges), wand of silent image (50 charges); Other Gear club, dagger, cloak of resistance +1, backpack, masterwork, belt pouch, candle, canteen, chalk, earplugs, fishhook, flask, flint and steel, ink, black, inkpen, iron vial, parchment, powder, sack, signal whistle, skeleton key, string or twine, sunrod (4), trail rations (4), waterproof bag, wrist sheath, spring loaded, wrist sheath, spring loaded, 801 gp
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Special Abilities
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Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
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.
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Skeleton key Use a +10 Disable Device for one try to open a lock.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (50 charges) Add this item to create a wand of a chosen spell.
Wand of silent image (50 charges) Add this item to create a wand of a chosen spell.
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+1 to Knowledge (Planes) regarding demons.