F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8
Gender
F
Size
M
Age
19 in relative years, 4158 in absolute years
Alignment
NG
Deity
Pharasma
Languages
Taldane, Kelish, Osiriani, Ancient Osiriani, Necril, Vudrani
Strength
12
Dexterity
14
Constitution
14
Intelligence
21
Wisdom
8
Charisma
10
About Imrana Reza
Stat Block:
Imrana Reza XP 12
Prestige 16
Fame 24
Human Diviner/5
NG Medium humanoid (human)
Init +4 Senses: Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 dex)
HP 37 (5d6+15) Current HP: 37
Fort +4, Ref +4, Will +4 (+2 vs death)
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Offense
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Speed 30 ft
Melee Quarterstaff +3 (1d6+1/x2)
Ranged Acid Flask +4 (1d6/x2) or Holy Water +4 (2d4/x2)
Arcane School Spell-like Abilities (CL 5th; concentration +10)
7/day—Diviner's Fortune (+2)
Diviner Spells Prepared (CL 5th; concentration +10):
3rd-Tongues, Halt Undead
2nd-See Invisibility, Heightened Blindness/Deafness (DC 20), False Life, Scorching Ray
1st—Vanish, Ray of Enfeeblement (DC 18), Monkey Fish, Burning Hands (DC 16), Magic Missile
0 (at will)--Detect Magic, Disrupt Undead, Ray of Frost, Light Opposition Schools: Enchantment, Conjuration
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Statistics
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Str 12, Dex 14, Con 14(dies at -18), Int 21, Wis 8, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats
Point Blank Shot, Precise Shot(b), Spell Focus (necromancy)(b), Greater Spell Focus (necromancy), Spell Penetration, Heighten Spell (b)
Traits
Tomb Raider, Magical Lineage (blindness/deafness)
Skills
Acrobatics +2
Appraise +9
Bluff +0
Climb +1
Craft (bookbinding) +11
Diplomacy +0
Disguise +0
Escape Artist +2
Fly +6
Heal -1
Intimidate +0
Knowledge (arcana) +10
Knowledge (dungeoneering) +10
Knowledge (engineering) +9
Knowledge (geography) +9
Knowledge (history) +9
Knowledge (local) +9
Knowledge (nature) +9
Knowledge (nobility) +9
Knowledge (planes) +9
Knowledge (religion) +13
Linguistics +13
Perception +8
Perform +0
Sense Motive -1
Spellcraft +13
Survival -1
Use Magic Device +5
Languages Taldane, Kelish, Osiriani, Ancient Osiriani, Necril, Vudrani, Jistkan, Skald, Thassilonian, Jistkan
SQ Arcane Bond (ring)
Combat Gear
Quarterstaff, Antitoxin (x2), Antiplague (x2) [unlocked in Deemarket Deception], Smelling Salts (x2) [unlocked in Deepmarket Deception], Alexandrite Gem, Acid Flask (x4), Alchemist's Fire (x4), Holy Water (x2)
Other Gear
Explorer's Outfit, Backpack, Silk Rope (100 ft), Sunrod (x5), Waterskin (x2), Wooden Holy Symbol of Pharasma, Spellbook (see spoiler below), Spell Component Pouch (x2), Cloak of Resistance +1, Handy Haversack, Headband of Intellect +2 (use magic device), 164 gp
Spellbook:
5th
Baleful polymorph
Feeblemind
4th
Stoneskin
Wall of fire
3rd
Displacement
Fireball
Haste
Heroism
Halt Undead
Lightning Bolt
Protection from Energy
Slow
Tongues
2nd Level
Haunting Mists (UM) (scribed in Trouble in Tamran)
Minor Image
Mirror Image
Cat's Grace
Flaming Sphere
Pyrotechnics
False Life
Spider Climb
See Invisibility
Blindness/Deafness
Darkness
Darkvision
Invisibility
Fire Breath (APG) (scribed in Deepmarket Deception)
Glitterdust
Scorching Ray
1st Level
Animate Rope
Silent Image
Blurred Movement (ACG) (scribed in Trouble in Tamran)
Polypurpose Panacea (UM) (scribed in Trouble in Tamran)
Vanish (APG) (scribed in Trouble in Tamran)
Vocal Alteration (UM) (scribed in Trouble in Tamran)
Monkey Fish (ACG) (scribed in Trouble in Tamran)
Corrosive Touch (UM) (scribed in Trouble in Tamran)
Defensive Shock (UM) (scribed in Trouble in Tamran)
Shield
Chill Touch
Burning Hands
Feather Fall
Enlarge Person
Shocking Grasp
Comprehend Languages
Expeditious Retreat
Magic Missile
Chill Touch
Ray of Enfeeblement
True Strike
Color Spray
Identify
Endure Elements
Non-core Cantrips
Scrivener's Chant (scribed in Trouble in Tamran
Spark (scribed in Trouble in Tamran)
Haunted Fey Aspect (scribed in Trouble in Tamran)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.