Dr Davaulus

Howard Phillips Lovecraft's page

2,075 posts. Organized Play character for Luke_Parry.


Full Name

Howard Phillips Lovecraft

Race

Human

Classes/Levels

Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Gender

Male

Size

Medium (6'2")

Age

64

Alignment

Chaotic Good

Location

Karcau

Languages

Common, Azlanti, Aklo, Abyssal, Infernal, Draconic, Necril, Undercommon, Yithian, Mi-Go, Terran, Elder Thing, Ib, Grioth, Yaddithian, Kelish, Auran, Arabic, Ignan, Aquan, Celestial, Gnoll, Giant, Universal Language of the First World, Aboleth,

Occupation

(languages continued) Girtablilu, French, Sphinx, Cyclops

Strength 11
Dexterity 10
Constitution 18
Intelligence 30
Wisdom 12
Charisma 23

About Howard Phillips Lovecraft

Painting of Howard's Demiplane - gift from Amadeus
Pink Shawl - gift from Delmaria

Luck Blade re-roll 1/day

Regained Clarity:
Once per day, you can roll twice whenever you attempt an appraise, perception, or sense motive check and keep the better result.

Howard's Demiplane:
150 x 10' cubes (Sculpted to form a wizard's tower/library, with 'rooftop' garden, (greatly expanded) guest facilities, an 'exterior' expansive kitchen garden connected to the kitchen; Seasonal; Bountiful)
Protected by Mage's Private Sanctum
Phase Door x5
Iron Cobra x2 (installed in Shrine)
'The Gardener' (Awakened Clockwork Servant)
'The Librarian' (Awakened Clockwork Servant)
'The Chef' (Awakened Clockwork Servant)
Corpse-Ferrying Bag x3
Crate of Preservation x4

Award: Bronze Lion of Taldor, for bravery, heroism, and meritorious service (counts as Cracked Pale Green Prism Ioun Stone (Saves))

Fawke's Feather: Contingency-like effect: If reduced to <0hp or incapacitated, be Greater Teleported to somewhere safe, and targeted with a Quickened Breath of Life (CL 18).

Active Spells:
Howard:
See Invisibility (Permanent)

24 hour cover: Barkskin, Heightened Awareness, Enchantment Foil, Greater Magic Fang, Heroism, Mage Armour, Overland Flight, Mind Blank

Claude:
See Invisibility (Permanent)

Sir Amrivast:
See Invisibility (Permanent)
24 hour cover: Barkskin, Mage Armor, Greater Magic Fang

The Cultist's Call-Sign:

"Have You Seen The Yellow Sign?"

Loot Sheet

Mythos Contacts:
Kaa - Voonith:
Plane Shifted back to the Dreamlands.

Abbott and Costello - Elder Things:
Promised to come back for an intensive debriefing session, after dealing with Lowls.

(Given a tentacle from Abbott (for Scrying), which is preserved in brine.)

Hosbagh - Otyugh:
Promised to give her a trip back to Cassomir.

Delmaria - Azlanti Noblewoman:
Promised to help her become a Summoner.

Lord Eldarius - Azlanti Noble:
Promised to help him found a new life for his family.

Blaayjhan and Pharlnimaar - Elder Things:
Promised to help them find a safe place, to contact the rest of their species.

Background:
Howard’s mother was a chorus girl in the Karcau Opera, who caught the eye of one of the playwrights, a man with a whimsical attitude to life, who had been with the Theatre for over twenty years.

His early years were filled with laughter and music, and his first playground was backstage amongst the discarded scenery, where he dreamed of strange worlds, and tales where he was the hero, and always rescued the damsel in distress.

However, all of that changed one day, when his mother was killed in a freak accident; no-one was ever able to explain why the rope on the set failed, or why his mother was standing in just the right spot to be crushed…

Afterwards, his father became quite withdrawn and morose, taking only a distracted interest in his son, and dealt with his pain by producing a series of truly soul-scouring Tragedies for the stage. For his part, Howard was never able to come to terms with his mother’s death. He sought, in vain, for some tangible reason why she should have been so cruelly taken away from him.

Ultimately, he realised that there was no reason; it was simple another random act of cruelty in an uncaring universe. As a result, Howard became obsessed with Fate, and the forces of Entropy; unsurprisingly, when he first caught wind of it in some moldy scrolls describing the Boneyard, he was drawn to the doctrine of the Lord of the End Times like a moth to the flame. He subsequently became fixated on collecting relics imbued by Groetus, hoping that through the tools of the God of Oblivion, he can gain an understanding of the vicissitudes of fate, and gain some measure of peace.

He ended-up apprenticing under an Alienist by the name of Crove in the town of Carrion Hill, an ancient settlement, built high upon the ruins of unimaginably older, and long-forgotten civilisations. What he learned there, amid the insane, and the scraps of lore he was able to piece together from those that had come before, in some ways broke him, but in others, rendered him ever more chillingly sane - as he came to understand the ephemeral nature of mortal reality, and to catch glimpses of the things that exist outside the geometry of the natural world...

Unfortunately, as his quest has become ever-more single-minded, his tolerance for things, creatures, and people that stand in his way his dramatically lessened. Whilst he ignores most things in a manner that is borderline dissociative, this is more like a layer of deceiving calm atop a see roiling with deep currents of rage, meaning that he can quickly shift from placidly ignoring someone, to disemboweling them, or in one extreme case, spiking the doors of a pub shut, and burning it to the ground during happy hour. Ironically, as he has withdrawn more and more from his fellow creatures, other things (whether they be true otherworldly creatures, or simply fragments of his own psyche) have imprinted themselves on him more and more, offering suggestions, advice, and imprecations at the most inopportune times...

Initiative: +12 [+0 Dex, +4 Familiar +4 Feat +2 Trait + Ioun Stone + 1 Luck]
Senses: Low Light Vision, Perception +33
Speed: 30 ft

AC: 10 (10 + 0 Dex)
Touch: 10 (10 + 0 Dex)
Flat-footed: 10 (10)

Hit Points: 173/173

Fort: +13 Ref: +11 Will: +17

Combat:

Base Atk: +12/+7/+2; CMB: +10; CMD: 20

Melee
Dagger: +10/+5/+0 to hit; Dmg 1d4-2; crit 19+/x2; Type P/S

Ranged
Acid Splash: +12 to hit; Dmg 1d3+1; crit 20/x2; Range 25'; Type Acid

Skills:

Skill Points per level:
Wizard: 2 (Class) + 10 (Intelligence) + 2 (Background)
Acrobatics +0 + 1 Luck
Appraise +12 (+10 Int + 1 Trait + 1 Luck)
Bluff +6 + 1 Luck + 3 Circlet
Climb -2 + 1 Luck
Craft(Any) +10 + 1 Luck
Diplomacy +30 (+6 Cha + 17 ranks + 3 class skill + 1 Luck + 3 Circlet)
Disable Device +26 (+0 Dex + 17 ranks + 3 class skill + 5 Gloves + 1 Luck)
Disguise +6 + 1 Luck + 3 Circlet
Escape Artist +0 + 1 Luck
Fly +6 (+0 Dex + 3 ranks + 3 class skill)
Heal +1 + 1 Luck
Intimidate +6 + 1 Luck + 3 Circlet
Knowledge(Arcana) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Dungeoneering) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence), +1 Vs. Aberrations and Great Old Ones
Knowledge(Engineering) +19 (+10 Int + 1 rank + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Geography) +19 (+10 Int + 1 rank + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(History) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Local) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Nature) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Nobility) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Planes) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Knowledge(Religion) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence)
Linguistics +31 (+10 Int + 17 ranks + 3 class skill + 1 Luck)
Perception +32 (+1 Wis + 17 ranks + 3 class skill + 1 trait + 4 Alertness + 5 Eyes + 1 Luck)
Perform(Any) +6 + 1 Luck + 3 Circlet
Ride +0 + 1 Luck
Sense Motive +5 (+1 Wis + 2 Alertness + 1 Trait + 1 Luck)
Spellcraft +31 (+10 Int + 17 ranks + 3 class skill + 1 Luck)
Stealth +0 + 1 Luck
Survival +1 + 1 Luck
Swim -2 + 1 Luck
Use Magic Device +30 (+6 Cha + 17 ranks + 3 class skill + 1 Luck + 3 Circlet)

Trait:
Sensitive Mind:

You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation.

Benefit: You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.

Reactionary:

Benefit: +2 to Initiative checks

Voices of Solid Things:

You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function.

Benefit: Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.

Feats:

1st: Extra Evolution
1st (Racial Bonus): Racial Heritage(Elf)
3rd: Mauler's Endurance
5th: Improved Initiative
7th: Craft Wondrous Item
9th: Extra Evolution
11th: Extra Evolution
13th: Toughness
15th: Additional Traits (Magical Lineage, ?)
15th (Wizard Bonus Feat): Quicken Spell
17th: Extra Evolution

Racial Features:
Fey Magic:
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (Underground). The character selects three 0-level druid spells and one 1st-level druid spell. (Create Water, Enhanced Diplomacy, Stabilize, and Blend.) If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Lastly, the human also gains low-light vision. This trait replaces skilled.

Wizard Class Features:
Shift (Su):
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (40 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier (13/day).

Dimensional Steps (Sp):
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day (510 feet) as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Soulbound Familiar (Ex):
A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit fully passed on, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar.

A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed.

This ability alters arcane bond.

Arcane School:
A spirit binder can’t choose necromancy as an opposition school.

This ability alters arcane school.

Lost Talents (Ex):
A spirit binder’s soulbound familiar possesses some of the ability of the lost loved one, and it is capable of learning more. At 1st level, 5th level, and every 5 levels thereafter, the spirit binder’s familiar gains a new feat for which it meets the prerequisites.

This ability replaces Scribe Scroll and the wizard’s bonus feats.

Synthesist Class Abilities:
Favoured Class Bonus: +17/4 Evolution Points.

Fused Eidolon:
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link (Su):
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

Shielded Meld (Ex):
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally.

Maker’s Jump (Sp):
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th (2/day).

This ability replaces maker’s call and transposition.

Summon Monster VIII (Sp):
A summoner can cast summon monster IX as a spell-like ability a number of times per day equal to 3 + his Charisma modifier (9/day). Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfil the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Greater Shielded Meld (Ex):
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

This ability replaces greater shield ally.

Split Forms (Su):
At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.

The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level.

This ability replaces merge forms.

Spells - Wizard:
Cantrips: Acid Splash, Detect Magic, Prestidigitation, Read Magic
1st level (4+3+1): Keep Watch, Blood Money, Mage Armor*, Heightened Awareness (5/5 used)
2nd level (4+3+1): Aram Zey's Focus, Mage Armor*, (Open Slot 0/6 used)
3rd level (4+2+1): Heroism (5/5 used), Summon Totem Creature*, (Open Slot)
4th level (4+2+1): Enchantment Foil (2/2 used), Monstrous Physique II (0/2 used), Stone Shape, Dimension Door*, (Open Slot)
5th level (4+2+1): Monstrous Physique III (3/3 used), Overland Flight (2/2 used), Dimension Door*, (Open Slot)
6th level (4+2+1): Monstrous Physique IV (0/6 used), Dimension Door*
7th level (3+1+1): Limited Wish (1/3 used), Plane Shift, Greater Teleport*
8th level (2+1+1): Mind Blank, Maze (0/3 used)*
9th level (1+1+1): Time Stop (1/2 used), Gate

Spells - Summoner:
Cantrips: Arcane Mark, Guidance, Light, Mage Hand, Mending, Message
1st level (0/5+2 used): Ant Haul, Endure Elements, Feather Fall, Identify, Lesser Rejuvenate Eidolon, Mage Armor
2nd level (6/5+2 used): Ablative Barrier, Barkskin, Lesser Evolution Surge, Lesser Restore Eidolon, Resist Energy, Summon Eidolon
3rd level (6/5+1 used): Dimension Door, Dispel Magic, Greater Magic Fang, Magic Circle Against Evil, Restore Eidolon, Stoneskin
4th level (0/4+1 used): Contact Other Plane, Dismissal, Greater Evolution Surge, Teleport, Transmogrify
5th level (0/4+1 used): Greater Dispel Magic, Greater Teleport, Plane Shift, Simulacrum
6th level (3/2+1 used): Create Demiplane, Maze, Greater Planar Binding

Equipment:

Explorer's Outfit
Circlet of Persuasion
Headband of Vast Intelligence +6
Eyes of the Eagle
Amulet of Mighty Fists(Bane(Extraplanar), Bane(Aberration), Ghost-Touch)
Cloak of Resistance +5
Tunic of Careful Casting
Belt of Physical Might (Str, Con) +4
Spellguard Bracers
Trapspringer's Gloves
Vest of Endure Elements
Cracked Pale Green Prism (Attacks)
Cracked Dusty Rose Ioun Stone
Pink and Green Sphere Ioun Stone
Opalescent White Pyramid Ioun Stone (Bastard Sword)
Ring of Sustenance
Ring of Invisibility
Scabbard of Pain
Dagger (2)
Waterskin (1)
Spring-Loaded Wrist Sheath #1: (5)
-
Spring-Loaded Wrist Sheath #2: (5)
-

Handy Haversack:
Grappling Hook (1)
50' Silk Rope (10)
Bedroll (0.1)
Spellbook (-)
Spell Component Pouch x2 (10)
Mysteries of the Dark Tapestry (-)
Silver Scrying Mirror (1000)
Lesser Metamagic Rod of Reach (3000)
Lesser Metamagic Rod of Extend x10 (30000) [24/30 used]
Ivory Statuette (Contingency Focus)
Ruby and Gold Lens (Analyse Dweomer Focus)
Small Steel Mirror (10gp)
Compass (10gp)
Folding Shovel (10gp)
Hanging Tent (20gp)
Silver Flask Holy Symbol (35gp)
Flute (5gp)
Sherrif's Whistle (1gp)
Crowbar (2gp)
Hammer (0.5gp)
Iron Spike x10 (0.5gp)
Holy Water (25gp)
Iron Teapot (including stand) and two cups (5gp)
12 days of Iron Rations (6gp)
Portable Terrarium (100gp) - stocked with Mint, Lemon Verbena, and Stevia
Vial of Efficacious Medicine

Belt Pouch: (1)
Flint and Steel (1)
Whetstone (0.02)
Chalk [x3] (0.03)
Smelling Salts (25)
MW Thieves' Tools
Stone of Good Luck
Public Spiritedness Award (Storm Guard) - Page of Spell Knowledge(Longarm)
Crystal Ball (With Telepathy)

Portable Hole: (20000)
Bottle of Air (7250)
Recliner Chair + 3 rugs

Coins: 115318gp, 9sp, 7cp

Claude, Compsognathus Mauler Familiar 12:
CE Magical Beast
Init +1; Senses: Low-light vision, Scent; Perception +15, +23 if scent-based

DEFENSE
AC: 28, Touch: 12, Flat-footed: 27 (10 + 1 Dex + 12 natural + 4 (Mage Armor + 1 (Ring of Protection +1))
hp: 79.5/79.5
Damage Reduction: 5/Magic

Fort: +13, Ref: +8, Will: +11

OFFENSE
Speed 40 ft., Swim 20 ft.
Melee Bite +20 (1d4+7), Claw +20 (1d4+7), Claw +20 (1d4+7) *includes Greater Magic Fang

STATISTICS
Str 21, Dex 13, Con 14, Int 6, Wis 11, Cha 5
BAB +12; CMB +17; CMD 28
Feats: Toughness (1), Phalanx Formation (1), Combat Stamina (5), Eldritch Claws (10), (15)
Skills: Acrobatics +1, Bluff -3, Climb +5, Diplomacy +9, Escape Artist +1, Intimidate -3, Knowledge(Arcana) +9, Knowledge(Dungeoneering) +9, Knowledge(Engineering) -1, Knowledge(Geography) -1, Knowledge(History) +9, Knowledge(Local) -1, Knowledge(Nature) -1, Knowledge(Nobility) -1, Knowledge(Planes) +9, Knowledge(Religion) +9, Linguistics +10, Perception +15, Perform -3, Sense Motive +0, Spellcraft +10, Stealth +1, Survival +0, Swim +13, UMD +9
SQ: Improved Evasion, Share Spells, Empathic Link
Languages: Aklo, Abyssal, Necril, Yithian, Mi-Go, Elder Thing, Ib, Yaddithian, Kelish, Arabic, Undercommon, Terran (Can't Speak)
Equipment: Greater Hat of Disguise, Swarmbane Clasp, Cracked Pale Green Prism (Saves), Skinsaw Mask, Periapt of Health

The Echo of Yig:
CG Humanoid (Elf, Human)
Init +17; Senses: 60' Darkvision; Perception +42

DEFENSE
AC: 52, Touch: 15, Flat-footed: 47 (10 + 5 Dex + 29 natural + 4 (Mage Armor) + 4 (Greater Shielded Meld))
hp: 173+123.5/173+123.5
Fort: +22, Ref: +23, Will: +24

+4 morale bonus on Will saves against enchantment spells and effects.
+4 bonus on Will saves against enchantment spells and effects.
(Additional) +3 Resistance bonus against Mind-affecting effects.

Immune to disease, petrification, poison, acid, and electricity spells and effects.
Immune to Divination effects that gather information about him.

Spell Resistance: 11+HD (28) Vs Spells from Evil sources

OFFENSE
Speed 40 ft.
Melee Bite +28 (1d6+12), Claw +28 (1d6+12), Claw +28 (1d6+12), Claw +28 (1d6+12), Claw +28 (1d6+12), *includes Greater Magic Fang
**+2 to hit and +2+2d6 damage Versus Aberrations or Extraplanar Outsiders

STATISTICS
Str 33, Dex 21, Con 18, Int 30, Wis 12, Cha 23
BAB +13; CMB +24; CMD 39
Skills: Acrobatics +8, Bluff +12, Climb +14, Diplomacy +32, Disable Device +32, Escape Artist +8, Fly +24, Intimidate +12, Knowledge(Arcana) +36, Knowledge(Dungeoneering) +36, Knowledge(Engineering) +21, Knowledge(Geography) +21, Knowledge(History) +36, Knowledge(Local) +36, Knowledge(Nature) +36, Knowledge(Nobility) +36, Knowledge(Planes) +36, Knowledge(Religion) +36, Linguistics +33, Perception +42, Perform +12, Sense Motive +6, Spellcraft +33, Stealth +8, Survival +4, Swim +14, UMD +40
SQ: Improved Evasion, Devotion, Rend (1d6+17)
Evolutions (28): Bite (Free), Legs x2 (Free), Claws x2 (2), Improved Damage(Claws) (1), INA x4 (4) Magic Attacks (1), Pounce (1), Ability Increase(Strength) x3 (6), Limbs(Arms) (2), Rend (2), Celestial Appearance (7), Immunity(Acid) (2), Skilled(Perception, UMD) (2)

Spellbook:
1st level: Ant Haul, Blend, Blood Money, Comprehend Languages, Corrosive Touch, Endure Elements, Enlarge Person, Frostbite, Grease, Heightened Awareness, Identify, Keep Watch, Kreighton's Perusal, Long Arm, Mage Armor, Mindlink, Mirror Strike, Polypurpose Panacea, Ray of Enfeeblement, Shield, Shield Companion, Unseen Servant

2nd level: Alter Self, Anticipate Thoughts, Cat's Grace, Defoliate, Elemental Touch, Glitterdust, Aram Zey's Focus, See Invisibility, Web

3rd level: Daylight, Dispel Magic, Fireball, Force Punch, Haste, Heroism, Lightning Bolt, Magic Circle Vs Evil, Make Whole, Ray of Exhaustion, Shield Companion, Slow, Summon Totem Creature

4th level: Dimension Door, Enchantment Foil, Greater Invisibility, Fire Shield, Ice Storm, Monstrous Physique II. Stone Shape, Stoneskin, Wall of Fire

5th level: Baleful Polymorph, Break Enchantment, Cloudkill, Cone of Cold, Life Bubble, Mage's Private Sanctum, Monstrous Physique III, Overland Flight, Permanency, Sending

6th level: Analyse Dweomer, Contingency, Monstrous Physique IV, True Seeing

7th level: Limited Wish, Greater Scrying, Phase Door, Recorporeal Incarnation, Simulacrum

8th level: Clone, Creater Demiplane, Maze, Mind Blank, Greater Possession, Sunburst

9th level: Greater Create Demiplane, Mass Icy Prison, Time Stop, Wish

Pnakotic Manuscripts:

An ancient Aklo text that contains information about portals and conjuration magic. The book is relatively large, weighing 10 pounds and containing over 500 pages of parchment. The book also encompasses knowledge about flying polyps, yithians, and many other creatures associated with the gods of the Elder Mythos.

Spending a week of continual study grants the reader a +4 circumstance bonus on all Knowledge checks pertaining to conjuration magic or the gods and magic of the Old Cults.

In addition, the book functions as a spellbook and contains the following arcane spells: gate(9th), greater teleport(7th), greater planar binding(8th), interplanetary teleport(9th), lesser planar binding(5th), planar binding(6th), plane shift(7th), teleport(5th), teleport object(7th), and teleportation circle(9th).

Sir Amrivast:
LG Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +21
Aura magic circle against evil (20 ft.)

DEFENSE

AC 40, touch 12, flat-footed 38 (+3 Dex, +10 (Yithian Mithral Full Plate of Speed) +18 natural (Barkskin +5), -1 size)
hp 182 (9d10+4d8+110)
Fort +26, Ref +23, Will +26

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +23 (1d8+12), 2 wings +18 (1d6+7) (Greater Magic Fang, +1)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +23; 1d8+12)
Spell-Like Abilities (CL 12th; concentration +20)

3/day—greater invisibility
1/day—dimension door

Spells Known (CL 11th; concentration +19)

5th (5/day)-breath of life, raise dead righteous might
4th (8/day)—air walk, cure critical wounds, freedom of movement, restoration, wall of fire
3rd (8/day)—cure serious wounds, daylight, light of iomedae, magic vestments, remove curse, searing light
2nd (8/day)—cure moderate wounds, fog cloud, grace, lesser restoration, resist energy, spear of purity
1st (8/day)—bless, command, cure light wounds, detect evil, divine favor, enlarge person, weapons against evil
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize

STATISTICS

Str 32, Dex 16, Con 27, Int 20, Wis 21, Cha 26
Base Atk +11; CMB +24; CMD 36 (40 vs. trip)
Feats Blind-Fight, Death From Above, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Diplomacy +20, Fly +17, Knowledge (Arcana) +18, Knowledge (Nobility) +18, Knowledge (Religion) +18, Linguistics +12, Perception +21, Sense Motive +18, Spellcraft +10
Languages Celestial, Common, Kelish, Osiriani, Aklo, Necril, Draconic, Terran, Azlanti, Elder Thing
SQ Divine Grace; Smite Evil (1/day, as level 13 Paladin); Detect Evil (at will), Lay on Hands (1/day, 6d6 healing), Skill at Arms, Haunted
Equipment Swarmbane Clasp, Plaguebringer's Mask (Seedbourne Corruption), Headband of Alluring Charisma +2, Yithian Mithril Full Plate of Speed, Cloak of Resistance +3, Pink Rhomboid Ioun Stone, Ring of Invisibility, Page of Spell Knowledge(Delay Disease), Cracked Pale Green Prism Ioun Stone(Attacks), Page of Spell Knowledge(Communal Resist Energy), Vial of Efficacious Medicine

Havigan Krast:
N Human Rogue (Scout) 12 / Magus(Eldritch Scion(Shadow)) 2
Init +6; Perception +17

DEFENSE

AC 27, touch 18, flat-footed 24 (+5 armor, +4 shield, +4 dex, +1 dodge, +2 deflection (Ring of Protection +2), +1 luck (Dusty Rose Ioun Stone))
hp 140 (12d8+77)
Fort +14, Ref +16, Will +15

OFFENSE

Speed 40 ft
Melee +1 punching dagger +16/+11(1d4+4)
Ranged +1 hand crossbow +16 (1d4+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks scouts charge, skirmisher, sneak attack +6d6 plus 6 bleed
Defensive abilities Evasion, Trap sense +3

Spells Known (CL 4rd; concentration +6)

1st (3/day)—Shield, True Strike, Vanish
0 (at will)—Acid Splash, Disrupt Undead, Light, Mage Hand, Ray of Frost

STATISTICS

Str 18, Dex 18, Con 18, Int 10, Wis 12, Cha 14
Base Atk +10; CMB +15; CMD 31
Feats Acrobatic Steps, Dodge, Iron Will, Mobility, Nimble Moves, Quick Draw, Spring Attack, Toughness, Weapon Focus (punching dagger), Additional Traits(Magical Knack, Reactionary)
Skills Acrobatics +18 (+22 to jump), Bluff +15, Climb +24, Disable Device +26, Intimidate +17, Knowledge (dungeoneering, geography, local) +5, Linguistics +3, Perception +17, Ride +11, Sense motive +17, Sleight of hand +7, Stealth +18, UMD +7
Languages Common, Aklo, Azlanti, Elder Thing
SQ Rogue talents (assault leader, Bleeding attack +5, Combat Trick, Fast Stealth, Pierce the Darkness, Weapon Training), trapfinding +5
Equipment +1 chain shirt, +1 hand crossbow with 20 bolts, +1 punching dagger, boots of striding and springing, cloak of resistance +3, masterwork thieves tools, Plaguebringer's Mask (Seedbourne Corruption), Belt of Physical Might +4, Ring of Protection +2, +2 Mithral Heavy Shield, Dusty Rose Ioun Stone, Tourmaline Sphere Ioun Stone, Ring of Invisibility, +1 Alchemical Silver Warhammer, +1 Adamantine Longsword, First Aid Gloves, Greater Talisman of Warrior's Courage, Greater Talisman of Freedom, Greater Talisman of Pentacle, Cracked Pale Green Prism Ioun Stone(Attacks, Saves), Vial of Efficacious Medicine

Howard's Abridged Necronomicon (Tome of Dissolution):
Pages 66–131: These pages consist of the book’s original introduction, and contain a detailed accounting of Alhazred’s wanderings through the deserts of Earth. Successfully studying this section imparts similar knowledge to the reader, granting a permanent +4 bonus on Survival checks attempted in desert environments and a +2 bonus on Fortitude saving throws against environmental effects or against effects that cause fatigue or exhaustion.

Pages 494–591: A densely written section on magic follows the pages on the Elder Mythos. This portion functions as a spellbook that contains a wide range of spells—many of those Geir knew, but not all. The spells included are listed at the end of this article, but in addition, this section of the Necronomicon details a preparation ritual (see page 121 of Pathfinder RPG Ultimate Magic for rules on preparation rituals).

9th—astral projection, major mindswap, teleportation circle, time
stop, weird
8th—binding, create greater undead,dimensional lock, discern location, symbol of insanity
7th—banishment, contact entity IV, control undead, dream council, ethereal jaunt, greater teleport, insanity, teleport object
6th—create undead, legend lore, mass suggestion, mind swap, night terrors,phobia, symbol of fear, telepathy,true seeing
5th—break enchantment, contact entity III, contact other plane, dismissal, dream, impossible angles, locate gate, nightmare, sending, teleport
4th—animate dead, black tentacles, confusion, dimension door, dimensional anchor, fear, mad sultan’s melody, phantasmal killer, scrying
3rd—clairaudience/clairvoyance, contact entity II, illusory script, oneiric horror, secret page, suggestion, vampiric touch
2nd—command undead, contact entity, detect thoughts, hypnotic pattern, scare, see invisibility
1st—cause fear, endure elements, erase, hypnotism, identify, obscuring mist

PREPARATION RITUAL

I Have Seen the Dark Universe Yawning (Su) When you complete preparing your spells from this book, your mind is bolstered with otherworldly secrets that even you don’t fully comprehend. You gain a +4 profane bonus on saving throws against mind-affecting effects except for those generated by creatures, items, worshipers, or other effects directly associated with the Elder Mythos

Pages 642–721: This section of the book switches from a more physical examination of the human condition to a mental one, focusing particularly on methods of transfering the mind of one body to another. Once mastered, this section allows the reader to cast mind swap or major mind swap once per day each, but when casting major mind swap, the user must still provide 10,000 gp worth of diamonds as material components. Both spells are detailed in Pathfinder RPG Occult Adventures.

Pages 800–863: This section contains information on the Dreamlands, as well as methods to travel to and from that realm. Mastery of this section allows the reader to visit the Dreamlands at will when she sleeps (Pathfinder Adventure Path #111: Dreams of the Yellow King 16).

Pages 864–888: The final section of the Necronomicon notes that, despite this book’s length, more secrets remain untold throughout the universe. Rather than attempt to catalog them all within the remaining pages, the book instead presents information on how the reader can manipulate time and space. Once mastered, this section allows the user to cast greater teleport once per day, and also aids in the study and mastery of freestanding portals. If the Necronomicon is consulted while studying a portal, the reader gains a +10 circumstance bonus on the Spellcraft check to understand the portal’s function or destination. This also allows the user to examine and master the portal to Carcosa which requires the attuning of the Star Stelae(ritual described), and the occult ritual the Path to the Black Stars(also described) - that opens the portal to Carcosa.