Gob
Male half-orc transmuter 5 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human, orc)
Init +2;
Senses darkvision 60 ft.; Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (5d6+15)
Fort +2,
Ref +3,
Will +4
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee greataxe +4 (1d12+3/×3)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +9)
. . 3rd—haste (2), lightning bolt (2, DC 18)
. . 2nd—acid arrow, glitterdust (DC 16), knock (2), scorching ray
. . 1st—ear-piercing scream[UM] (2, DC 16), expeditious retreat, liberating command[UC] (2), mage armor
. . 0 (at will)—detect magic, disrupt undead, prestidigitation, ray of frost
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Statistics
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Str 15,
Dex 14,
Con 12,
Int 18,
Wis 10,
Cha 12
Base Atk +2;
CMB +4;
CMD 16
Feats Intensified Spell[APG], Point-blank Shot, Precise Shot, Spell Focus (evocation), Toughness
Traits magic is life, magical lineage
Skills Appraise +8, Craft (bookbinding) +12, Fly +6, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Spellcraft +12;
Racial Modifiers +2 Intimidate
Languages Abyssal, Celestial, Common, Draconic, Goblin, Orc, Shoanti
SQ arcane bond (gir, bat), orc blood, physical enhancement (+2)
Combat Gear scroll of endure elements (x2),
scroll of mage armor,
scroll of tongues,
wand of cure light wounds (30 charges),
wand of infernal healing (43 charges), alchemist's fire, vermin repellent;
Other Gear greataxe,
boots of the cat, jewelry, noble's outfit, waterskin (2), 8 gp
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Special Abilities
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Boots of the cat When falling, always land on feet and take the minimum damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Greed (Transmutation) Transmuters use magic to change the world around them.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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 (Evocation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
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