Mutasafen

I'llrith's page

20 posts. Alias of Michael_Hopkins.


Full Name

I'llrith

Race

| HP 33/33| AC 11 T 10 FF 11 | Fort +4 Ref +1 Will +2 | Init +11 | Per +1 Darkvision 60ft

Classes/Levels

| Speed 30 | Active Conditions: (none)

Gender

| Male Ifrit | Wizard (Foresight) 3 / Sorcerer (Sage/Tattooed) 3 | Prescience (7/7) | 1st (6/day)

Age

24

Alignment

NG

Strength 9
Dexterity 10
Constitution 16
Intelligence 18
Wisdom 8
Charisma 9

About I'llrith

I'llrith
Male ifrit sorcerer (tattooed sorcerer, wildblooded) 3/gestalt 3/diviner (foresight[APG]) 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 145, Pathfinder RPG Bestiary 2 160, Pathfinder RPG Ultimate Magic 70)
NG Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 11, touch 10, flat-footed 11 (+1 armor)
hp 33 (3d6+15)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20) or
. . quarterstaff +0 (1d6-1)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 3/day—acid splash
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—burning sands, identify, mage armor, magic missile
. . 0 (at will)—light, mage hand, mending, message, prestidigitation
. . Bloodline Sage
Diviner Spells Prepared (CL 3rd; concentration +7)
. . 2nd—glitterdust (DC 17), see invisibility, summon monster II
. . 1st—feather fall, heightened awareness[ACG], protection from evil, summon monster I
. . 0 (at will)—detect magic, open/close (DC 14), read magic, resistance
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 10, Con 16, Int 18, Wis 8, Cha 9
Base Atk +1; CMB +1; CMD 10
Feats Acadamae Graduate, Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Power Attack, Scribe Scroll, Spell Focus (conjuration), Varisian Tattoo[ISWG]
Traits finding Haleen, pragmatic activator, reactionary
Skills Climb +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +1, Sense Motive +1, Spellcraft +12, Use Magic Device +10
Languages Aquan, Auran, Azlanti, Common, Draconic, Dwarven, Ignan, Orsiriani, Undercommon
SQ arcane bond (quarterstaff), bloodline tattoos, familiar tattoo, finesse weapon attack attribute, forewarned, forge-hardened[ARG], metamagic adept (1/day), prescience (7/day), wildfire heart[ARG]
Combat Gear potion of cure light wounds, wand of infernal healing (CL 1st, 50 charges); Other Gear haramaki[UC], dagger, quarterstaff, handy haversack, bedroll, belt pouch, climber's kit, flint and steel, grappling hook, ink, inkpen, mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 15 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
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.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Forge-Hardened +2 to saves to resist fatigue and exhaustion.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
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.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Wildfire Heart +4 racial bonus on initiative

--------------------

Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 14 (1d8)
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting -1 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Skills Climb +11, Linguistics +1, Perception +8, Spellcraft +1, Stealth +15, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link, finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
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 (DC 11) (Ex) Sting—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.