Valmaxian
Male elf wizard 10/Archmage 1
N Medium humanoid (elf)
Init +13;
Senses low-light vision; Perception +17
Aura foretell
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Defense
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 91 (10d6+43)
Fort +8,
Ref +9,
Will +11; +2 vs. enchantments
Defensive Abilities hard to kill;
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cold iron spiked gauntlet +6 (1d4) or
. . quarterstaff +5 (1d6)
Special Attacks mythic power (7/day, surge +1d6)
Wizard Spells Prepared (CL 10th; concentration +17)
. . 5th—prying eyes, summon monster V, teleport, teleport
. . 4th—dimension door, enervation, locate creature, locate creature, stoneskin
. . 3rd—arcane sight, arcane sight, dispel magic, fireball (DC 20), fly, lightning bolt (DC 20)
. . 2nd—acid arrow, detect thoughts (DC 19), detect thoughts (DC 19), knock, mirror image, scorching ray, spider climb
. . 1st—adhesive spittle[ACG] (DC 19), feather fall, identify, identify, mage armor, magic missile, magic missile
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. .
Opposition Schools Enchantment
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Statistics
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Str 10,
Dex 18,
Con 16,
Int 24,
Wis 15,
Cha 14
Base Atk +5;
CMB +5;
CMD 19
Feats Craft Wondrous Item, Extra Mythic Power[M], Heighten Spell, Improved Familiar, Improved Initiative, Opposition Research[UM], Quicken Spell, Scribe Scroll, Spell Focus (conjuration)
Traits friend in every town, seeker
Skills Diplomacy +16, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history) +18, Knowledge (local) +12, Knowledge (nature) +20, Knowledge (nobility) +11, Knowledge (planes) +20, Knowledge (religion) +11, Perception +17, Spellcraft +20 (+22 to identify magic item properties);
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Halfling, Orc, Sylvan
SQ arcane bond (arcane familiar, azata, lyrakien), arcane focus, elven magic, forewarned, prescience
Combat Gear wand of infernal healing (50 charges),
wand of shield (50 charges);
Other Gear mwk silken ceremonial armor, mwk cold iron spiked gauntlet, quarterstaff,
belt of mighty constitution +2,
cloak of resistance +2,
handy haversack,
headband of vast intelligence +2, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, spellbook, spellbooks, torch (10), trail rations (5), waterskin, 539 gp
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Tracked Resources
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Foretell (10 rounds/day) (Su) - 0/10
Mythic Power (7/day, Surge +1d6) - 0/7
Prescience (10/day) (Su) - 0/10
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Foretell (10 rounds/day) (Su) 30' aura either grants +2 luck bonus to allies or -2 luck penalty to enemies on ability checks, attack rolls, caster level checks, saving throws, and skill checks.
Forewarned 5 (Su) Can always act in surprise rounds.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Prescience (10/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Quicken Spell Cast a spell as a swift action. +4 Levels.
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 (Conjuration) Spells from one school of magic have +1 to their save DC.
Spellbooks, 5 Books (Wizard) A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
Note: This gear item calculates the number of pages and books required to store your spells. It then increments the weight based on the number of books you must carry to store your spells.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Arcane Familiar
Lyrakien azata (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
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Defense
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AC 21, touch 16, flat-footed 17 (+4 Dex, +5 natural, +2 size)
hp 45 (3d10+3)
Fort +4, Ref +7, Will +10
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
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Offense
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Speed 30 ft., fly 80 ft. (perfect)
Melee slam +4 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +5; CMB +7; CMD 14
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +18, Fly +16, Knowledge (Local) +8, Perception +15, Perform (Singing) +11, Spellcraft +12, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ improved evasion, traveler's friend
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Tracked Resources
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Commune (6 questions, CL 12th, 1/week) - 0/1
Confusion, Lesser (1/day) - 0/1
Cure Light Wounds (1/day) - 0/1
Dancing Lights (At will) - 0/0
Daze (At will) - 0/0
Detect Evil (Constant) - 0/0
Detect Magic (Constant) - 0/0
Freedom of Movement (Constant) - 0/0
Silent Image (1/day) - 0/1
Summon Instrument (At will) - 0/0
Traveler's Friend (1/day) (Su) - 0/1
Ventriloquism (At will) - 0/0
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (80 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
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.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.
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