| Race |
| HP 26/26 | AC 11 T 11 FF 10 | CMB -1, CMD 10 | F: +4, R: +2, W: +2 | Init: +16 | Perc: -1 |
| Classes/Levels |
| Speed 30ft | Always act in Surprise Round | Prescience 7/7 |
| Gender |
Male CN Ifrit (Outsider, Native) Diviner (Foresight) Wizard 3 |
| Strength |
7 |
| Dexterity |
12 |
| Constitution |
16 |
| Intelligence |
18 |
| Wisdom |
9 |
| Charisma |
9 |
About Heria
Heria
Male ifrit diviner (foresight[APG]) 3 (Pathfinder RPG Advanced Player's Guide 145, Pathfinder RPG Bestiary 2 160)
CN Medium outsider (native)
Init +16; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 26 (3d6+12)
Fort +4, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-2/19-20)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—burning hands (DC 10)
Diviner Spells Prepared (CL 3rd; concentration +7)
. . 2nd—see invisibility, summon monster II (2)
. . 1st—comprehend languages, feather fall, summon monster I (2)
. . 0 (at will)—detect magic, open/close (DC 14), prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 7, Dex 12, Con 16, Int 18, Wis 9, Cha 9
Base Atk +1; CMB -1; CMD 10
Feats Acadamae Graduate, Improved Initiative, Spell Focus (conjuration)
Traits fate's favored, reactionary
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +8, Spellcraft +10
Languages Ancient Osiriani, Common, Draconic, Elven, Ignan, Osiriani, Varisian
SQ arcane bond (Snufflebottoms, arctic hare), forewarned, prescience (7/day), wildfire heart[ARG]
Combat Gear potion of cure light wounds, scroll of heightened awareness (x5), scroll of mage armor, wand of heightened awareness (50 charges), wand of infernal healing (50 charges), wand of magic missile (50 charges); Other Gear dagger, light crossbow with 10 bolts, belt pouch, blanket[APG], masterwork backpack[APG], spell component pouch, waterskin, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 2,975 gp, 6 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white 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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wildfire Heart +4 racial bonus on initiative
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