Human Transmuter HP 15/15 AC 11, T 11, FF 10 /CMD 12/Fort +2/Ref+1/Will+3/Ini+5/Perc+1
Classes/Levels
Magics:
1st 2/4 Telekinetic Fist 7/7
Strength
10
Dexterity
12
Constitution
14
Intelligence
18
Wisdom
0
Charisma
2
About Hamual Nit
Hamual:
Hamual Nit
Male human (Chelaxian) transmuter 2
LN Medium humanoid (human)
Init +6; Senses Perception
Defense:
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 15 (2d6+6)
Fort +2, Ref +1, Will +3 (+1 vs compulsion; +1 trait bonus vs. disease
Wand of obscuring mist (11/50)
Offense:
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
0 (at will)— dancing lights , detect magic , flare (DC 14), mage hand
Opposition Schools Illusion, Necromancy
Statistics:
Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Improved Initiative, Scribe Scroll
Traits colonial
Skills Appraise +8, Bluff +3, Diplomacy +4,Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +8,
Knowledge (local) +9, Knowledge (planes) +8, Perception +1, Sense Motive +1, Spellcraft +9
Languages Common, Gnome, Halfling, Polyglot, Thassilonian
SQ arcane bond (familiar), physical enhancement (+1)
Other Gear wizard starting spellbook, 150 gp
Special Abilities:
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains
enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon
dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
companion Limg:
N Diminutive magical beast (vermin)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
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Defense
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AC 22, touch 21, flat-footed 15 (+7 Dex, +1 natural, +4 size)
hp 7 (1d8-2)
Fort +0, Ref +7, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +0 (1d2-5)
Space 1 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 1, Dex 25, Con 6, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +4; CMD 9
Feats Acrobatic
Skills Acrobatics +9, Appraise -1, Bluff -3, Climb +31, Diplomacy -2, Fly +15, Perception +8 (+12 in
webs), Sense Motive +1, Spellcraft +0, Stealth +23 (+27 in webs), Survival +1; Racial Modifiers +16
Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
SQ improved evasion
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Special Abilities
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+4 Perception in webs +4 Perception in webs
Climb (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Poison—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1d2 Str; cure
1 save.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.