| Speed 30ft | Spells: In Profile | Dailies: none | Active Conditions: none
Gender
Male Human Wizard [Conj: Infernal Binder] 3
Strength
10
Dexterity
12
Constitution
13
Intelligence
18
Wisdom
10
Charisma
14
About Giacomo Isidore
Active Spells Mage Armor 1 hours
About Me:
Male Human Wizard [Conj: Infernal Binder] 3
LN Medium Humanoid (Human)
Init +1, Perception +0, Sense Motive +0, Diplomacy +9
Languages: Varisian, Draconic, Infernal, Celestial, Abyssal, Ignan, Aklo, Terran
PFS # 59286-21
Familiar: Lenny the Lemming:
N Diminutive animal
Init +1; Senses low-light vision; Perception +1
DEFENSE
AC 16, touch 15, flat-footed 15 (+1 Dex, +4 size, +1 nat)
hp 7
Fort +0, Ref +3, Will +4
OFFENSE
Speed 15 ft.
Melee bite +2 (1d2–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 6, Wis 13, Cha 4
Base Atk +1; CMB –3; CMD 2 (6 vs. trip)
Feats Great Fortitude
Skills Stealth +17
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Combat:
OFFENSE:
Speed: 30ft
Melee: none
Ranged: Ray of Frost +2 (d3)
0th: all
1st: Air Bubble, Alarm, Ant Haul, Burning Disarm, Comprehend Languages, Glue Seal, Heightened Awareness, Identify, Infernal Healing, Liberating Command, Mage Armor, Protection from Evil, Ray of Enfeeblement, Secluded Grimoire, Summon Monster I, True Strike
2nd: Acid Arrow, Admonishing Ray, Bull's Strength, Eagle's Splendor, Resist Energy, See Invisibility, Summon Monster 2,
3rd:
Assume Control (SU):
At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner.
At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Acadamae Graduate:
Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.
Diabolical Dabbler:
Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Religious:
One day, while on a job for Gaedren, you found a holy symbol of the Asmodeus, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest a lot of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.
Summoner's Charm:
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Augment Summoning:
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.