| Full Name |
Fukopp Starbranch |
| Race |
Halfling |
| Classes/Levels |
Wizard (Conjurer - Teleportation) |
| Gender |
Male |
| Size |
Small |
| Age |
35 |
| Special Abilities |
Dimensional Steps, Lucky Halfling, Shift, Summoner's Charm |
| Alignment |
Chaotic Good |
| Deity |
Desna |
| Location |
Nidal |
| Languages |
Common, Halfling, Dwarf, Elven, Goblin, Draconic, Shae |
| Strength |
7 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
20 |
| Wisdom |
12 |
| Charisma |
14 |
About Fukopp Starbranch
Fukopp Starbranch is a friendly halfling that was born in Nidal years ago, and has set out of many adventures beyond it's borders, to further his magical studies, and to see the world, and to be able to worship Desna freely.
He is a Halfling Wizard, with the Teleportation subschool of Conjuration as specialization, and with Evocation and Necromancy as opposition. And will have the Darklands Heritage and the Eldritch Delver as traits.
He is a nice guy, who likes to see the world, but is coming back home, after hearing rumors of dark stirrings in Nidal, and with a renewed hope to find his family, and hopefully take them to a safe place. And if he can help other worshipers of Desna, that would be very lovely indeed.
Fukopp Starbranch
Male halfling conjurer (teleportation[APG]) 8 (Pathfinder RPG Advanced Player's Guide 147)
CG Small humanoid (halfling)
Init +3; Senses Perception +13
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Defense
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AC 18, touch 16, flat-footed 14 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +1 size)
hp 38 (8d6+8)
Fort +3, Ref +5, Will +7
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Offense
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Speed 20 ft.
Ranged +1 sling +9 (1d3-1)
Arcane School Spell-Like Abilities (CL 8th; concentration +13)
. . At will—dimensional steps (240 feet/day)
Conjurer Spells Prepared (CL 8th; concentration +13)
. . 4th—control summoned creature[UM] (DC 19), dimension door, summon monster IV, summon monster IV
. . 3rd—blink, haste, summon monster III, summon monster III, swipe
. . 2nd—rope trick, shackle (2, DC 18), summon monster II, web (DC 18)
. . 1st—feather fall, hydraulic push[APG], jump, mage armor, mount, mudball[ARG] (DC 17)
. . 0 (at will)—acid splash, detect magic, mage hand, open/close (DC 15)
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 7, Dex 16, Con 12, Int 20, Wis 12, Cha 14
Base Atk +4; CMB +1; CMD 16
Feats Alertness, Augment Summoning, Cat's Fall[UI], Dodge, Fast Study[UM], Scribe Scroll, Spell Focus (conjuration)
Traits - custom trait -, eldritch delver
Skills Acrobatics +11 (+7 to jump), Diplomacy +10, Knowledge (arcana) +16, Knowledge (dungeoneering) +17, Knowledge (geography) +18, Perception +13, Sense Motive +3, Spellcraft +16, Stealth +22, Survival +3 (+5 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers +2 Perception, swift as shadows[APG]
Languages Common, Draconic, Dwarven, Elven, Goblin, Halfling, Shae
SQ arcane bond (Arcane Familiar, cat), shift 8/day (20 feet), summoner's charm (4 rounds), wanderlust[APG]
Combat Gear potion of cat's grace (2), potion of fly, potion of protection from evil (3), potion of spider climb (2), wand of ray of enfeeblement (50 charges), wand of summon monster ii; Other Gear +1 sling, boots of vaulting[ACG], bracers of armor +2, headband of vast intelligence +2, ring of protection +1, summoning shackle[UE], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mapmaker's kit[APG], mess kit[UE], mithral scroll case, pot, soap, spell component pouch, star charts[ARG], torch (10), trail rations (5), waterskin, wizard starting spellbook, 3,819 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cat's Fall Take less damage when falling and always land on your feet if you take less than 20 hp damage
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (48 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (20 feet, 8/day) (Sp) Short-range teleport
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
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.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Teleportation Associated School: Conjuration
Wanderlust +1 CL for spells that provide or enhance movement.
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