Eris the Drunkard
Male Human (Mwangi) Veiled Illusionist 1/Wizard 6
NG Medium humanoid (human)
Init +12; Senses Perception +12
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Defense
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AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 deflection)
hp 46 (7d6+16)
Fort +6, Ref +5, Will +7
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Offense
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Speed 30 ft.
Melee club +3 (1d6) and
. . dagger +3 (1d4/19-20)
Ranged bessie +5 (1d8/19-20)
Wizard Spells Prepared (CL 7th; concentration +13):
4th—shadow conjuration [S] (DC 22)
3rd—haste, major image [S] (DC 21)
2nd—glitterdust (DC 18), mirror image [S], see invisibility
1st—expeditious retreat, feather fall (DC 17), grease (DC 17), shield, silent image (DC 19), vanish [S], vanish
0 (at will)—dancing lights, detect magic, ghost sound (DC 18), open/close (DC 16)
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Statistics
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Str 10, Dex 12, Con 14, Int 23, Wis 8, Cha 8
Base Atk +3; CMB +3; CMD 15
Feats Extend Spell, Greater Spell Focus (illusion), Improved Initiative, Persistent Spell, Spell Focus (evocation), Spell Focus (illusion), Spell Penetration
Traits exchange agent, reactionary, tomb raider
Skills Appraise +10, Bluff +7, Craft (alchemy) +16, Disguise +7, Fly +11, Handle Animal +4, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +13, Linguistics +11, Perception +12, Sense Motive +1, Spellcraft +15, Stealth +5
Languages Abyssal, Common, Draconic, Dwarven, Giant, Goblin, Infernal, Osiriani, Osiriani, Ancient, Polyglot, Thassilonian
SQ arcane bonds (arcane bond [familiar]), blinding ray, extended illusions, opposition schools (enchantment, necromancy), specialized schools (illusion), veil pool
Combat Gear pearl of power (1st level), potion of cure light wounds, scroll of invisibility, scroll of resist energy, wand of cure light wounds (50 charges), wand of enlarge person, wand of mage armor (50 charges), wand of magic missile, air crystal, alchemical grease (3), alchemist's fire; Other Gear +1 haramaki, bessie, club, crossbow bolts (30), dagger, amulet of natural armor +1, cloak of resistance +2, handy haversack, headband of vast intelligence +2, ioun stone (dusty rose prism, cracked), ring of protection +1, chalk, charcoal stick, dice, earplugs, familiar satchel, fishhook, flint and steel, hip flask, kaava musk, mind crystal (when you fail save against compulsion effect, make new save at end of your turn) (0.5 lb), nexus crystal (10 points less from negative energy) (0.5 lb), paper (5), spell component pouch, spellbook, whiskey (per cup), 324 gp, 7 sp, 6 cp
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Special Abilities
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Blinding Ray (9/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Illusions (+3 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Veil Pool (Su) You have a veil pool equal to your veiled illusionist level + your Wisdom, Intelligence, or Charisma modifier.
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PURCHASES:
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Heresy of Man 3
Bought and scribed tons of spells
BOONS:
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House Thrune's Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport?s more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.
You Really Be Goblin: You have spent considerable time-almost certainly too much time-studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
Bouncy (Pathfinder Module: We Be Goblins Too 15)
Goblin Bravery (Pathfinder Module: We be Goblins Too, 15)
Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.
Master of Blades Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.
Siege-Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Defender of Nerosyan (Impressive Defense): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 3. You gain a 5% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
Bonekeep Malady: You suffer from a lingering malady after your exploration of Bonekeep. You still seem to suffer from sporadic coughing fits and fevers. You take a -2 penalty on any Fortitude saving throws made against a disease.
Nexus Crystal: You discovered a mysterious crystal within the dungeons below Bonekeep. Aside from its obvious power, however, the extent of its abilities and its true purpose are unknown.
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Joey
Female Dinosaur, Compsognathus
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +10
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 23 (1d8+2)
Fort +4, Ref +4, Will +6
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Offense
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Speed 40 ft., swim 20 ft.
Melee bite +4 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5
Base Atk +3; CMB +3; CMD 12
Feats Improved Initiative
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Appraise +0, Bluff +2, Disguise +2, Fly +16, Handle Animal -2, Linguistics +1, Perception +10, Spellcraft +5, Stealth +14, Swim +10
SQ hunting, improved evasion
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Special Abilities
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Hunting [Trick] The animal has been trained for hunting.
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 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.