Classes/Levels |
Illusionist 3 |
About Fästenhyme
Fästenhyme
Male human (taldan) wizard 3
N Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +2, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee club +1 (1d6) and
dagger +1 (1d4/19-20)
Wizard Spells Prepared (CL 3rd; concentration +6):
2nd—flaming sphere (2, DC 15), hypnotic pattern{super}S{/super} (DC 17)
1st—hypnotism (DC 14), shield, silent image (DC 16), silent image{super}S{/super} (DC 16)
0 (at will)—ghost sound (DC 15), mage hand, message, prestidigitation
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Statistics
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Str 10, Dex 14, Con 13, Int 17, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting, Cypher Magic[ISWG], Greater Spell Focus (illusion), Spell Focus (illusion)
Traits child of the streets, dangerously curious
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +3, Profession ((Magician)) +4, Sleight of Hand +7, Spellcraft +7, Use Magic Device +7
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ arcane bond (arcane bond [ring]), blinding ray, extended illusions, opposition school (divination, necromancy), specialized school (illusion)
Combat Gear wand of magic missile (15 charges), acid; Other Gear club, dagger, - arcane bond ring -, backpack, cold weather outfit, grappling hook, hot weather outfit, ink, black, inkpen, silk rope (50 ft.), travelling spellbook, 3,634 gp, 9 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Cypher Magic Gain bonuses to caster level when using scrolls
Divination You must spend 2 slots to cast spells from the Divination school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
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.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
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