Fire Cracker's page

No posts. Organized Play character for Pacho73.


Full Name

Bob Pachniak

Race

Elf

Classes/Levels

Wizard 1 | HP 8/8 | AC 12|12|10 | Fort +2 | Ref +2 | Will +1 | CMD 10/8 | Init +2 | Perc +1 | Sense Motive -1

Gender

Male

Size

Medium, 6'1"

Age

124

Alignment

Lawful Good

Languages

Common, Draconic, Elven, Orc, Osiriani, Skald, Varisian, Vudrani

Occupation

Alchemy +9

Strength 7
Dexterity 174
Constitution 14
Intelligence 20
Wisdom 9
Charisma 7

About Fire Cracker

Firecracker:

Male Elf (Varisian) Wizard 1
LG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +1

Defense:

AC 12, touh 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1; +2 vs. enchantments, +2 vs. death
Immune magic sleep; Resist fire 5, elven immunities


Offense:

Speed 30 ft.
Melee Quarterstaff -2 (1d6-2/x2)
Wizard Spells Prepared (CL 1):
1 (3/day) Magic Missile, Sleep (DC 17), Mage Armor, Enlarge Person (DC 16)
0 (at will) Daze (DC 16), Detect Magic, Light


Statistics:

Str 7, Dex 14, Con 14, Int 20, Wis 9, Cha 7
Base Atk +0; CMB -2; CMD 10
Feats Fey Foundling, Spell Focus (Enchantment)
Traits Gifted Adept (Chain Lightning), Inspiring
Skills Craft (alchemy) +9, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9,
Knowledge (nobility) +9, Knowledge (planes) +9, Linguistics +9, Perception +1, Spellcraft +9 (+11 to
determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Osiriani, Skald, Varisian, Vudrani
SQ +4 to initiative checks, arcane bonds (arcane familiar, dinosaur, compsognathus), elven magic,
empathic link with familiar, opposition schools (illusion, transmutation), protective ward (8/day), resistance
5 (fire), share spells with familiar, specialized schools (abjuration)
Combat Gear Potion of cure light wounds (2); Other Gear Quarterstaff, 50 GP


Special Abilities:

+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Elven Immunities +2 save bonus vs Enchantments.
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.
Fey Foundling Magical healing works better on you
Gifted Adept (Chain Lightning) A chosen spell gets +1 CL.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Inspiring Standard action to grant ally within 30 ft. +1 morale bonus to one d20 roll before your next
turn.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Protective Ward (8/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Resistance 5 (Fire) (Ex) You gain Fire Resistance 5.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.


Arcane Familiar:

Male Dinosaur, Compsognathus
CG Tiny Magical Beast ((animal))
Init +5; Senses low-light vision, scent; Perception +3

Defense:

AC 15, touch 13, flat-footed 14 (+1 Dex, +2 size, +2 natural)
hp 4 (1d8+2)
Fort +4, Ref +3, Will +1


Offense:

Speed 40 ft., swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +1 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 12)


Statistics:

Str 9, Dex 12, Con 14, Int 6, Wis 8, Cha 7
Base Atk +0; CMB -1; CMD 8
Feats Improved Initiative
Tricks Aid [Trick], Attack [Trick], Come [Trick], Sneak [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +1 (+5 jump), Fly +5, Linguistics -1, Perception +3, Spellcraft -1, Stealth +9, Swim +9
Languages
SQ aid [trick], attack [trick], come [trick], improved evasion, sneak [trick], stay [trick], track [trick]
Other Gear You have no money!


Special Abilities:

Aid [Trick] Aids specified creature on command.
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
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 (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str;
cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.
Stay [Trick] The animal will stay where it is.
Swimming (20 feet) You have a Swim speed.
Track [Trick] The animal will track a scent.
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