Inspel Veskel Sr.
Elf Conjurer 16
LN Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +22
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Defense
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AC 28, touch 19, flat-footed 23 (+4 Armor, +2 Shield, +5 Dex, +3 Natural Armor, +4 Deflection)
hp103 (16d6+37)
Fort +11 Ref +14 Will +16; +2 vs enchantments
Immune sleep
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Offense
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Speed 30ft
Melee+1 mithril agile dueling dagger +15/+10 (1d4+5/19-20)
Ranged+3 mithril light crossbow +17/+12 (1d8+3/19-20)
Arcane School Spell-like Abilities (CL 16th; concentration +27)
--At will – dimensional steps (480 feet/day)
Arcane Supernatural Abilities
--11/day – shift (40 feet)
Varisian Tatto Spell-Like Abilities (CL 16th; concentration +27)
--3/day – acid splash
Conjurer Spells Prepared (CL 16th; concentration +27)
insert ideal conjurer spells here
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Statistics
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Str 7 Dex 20 Con 14 Int 30 Wis 14 Cha 16
Base Atk +8; CMB +6; CMD 25
Feats Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Augment Summoning, Quicken Spell, Widen Spell, Improved Familiar, Improved Initiative, Extend Spell, Weapon Finesse, Spell Penetration, Varisian Tattoo (Conjuration), Craft Wondrous Item
Traits Magical Lineage (Summon Monster VIII), Affable
Skills Acrobatics +8, Appraise +20, Bluff +7, Climb +4, Craft (wondrous item) +29, Craft (alchemy) +18, Diplomacy +20, Disguise +7, Fly +25, Heal +19, Intimidate +7, Knowledge (arcana) +18, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion) +17, Linguistics +20, Perception +23, Sense Motive +6, Spellcraft +29, Stealth +11, Survival +19, Swim +4, Use Magic Device +23
Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Kelish, Polyglot, Orc, Sylvan, Sphinx, Thassilonian, Undercommon
SQ arcane bond (familiar (cat sith)), summoner’s charm (8 rounds), elven magic, arcane focus, urbanite
Combat Gearrod of quicken, lesser, 20 durable adamantine bolts; Other Gear+1 mithril agile dueling dagger, +3 mithril light crossbow with 20 bolts, +4 shadow bracers of armor, +1 light mithril shield, pearl of power, 1st level , pearl of power, 2nd level , pearl of power, 3rd level, handy haversack, belt of physical might +4 (Dex/Con), circlet of persuasion, headband of mental superiority +6, amulet of natural armor +3, ring of protection +4, ring of sustenance, cloak of resistance +4, ioun torch, orange prism ioun stone, pale green prism ioun stone, crimson sphere ioun stone, nacreous grey ioun stone, various spell components, spellbook (two more stored in safe location)
Regis's Stats:
Regis (Cat Sith)
Effective Wizard Level 16
CN Tiny magical beast
Init +3; Senses darkvision 60ft, low-light vision, see invisibility; Perception +20
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Defense
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AC 23, touch 15, flat-footed 20 (+3 Dex, +2 Size, +8 Natural Armor)
hp 51
Fort +6 Ref +8 Will +11
Special Defenses improved evasion SR 21
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Offense
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Speed 30ft
Melee 2 claws +11 (1d2-1 no luck), bite +11 (1d3-1) or touch +11
Special Attacks false curse (DC 15), deliver touch spells
Spell Like Abilities (CL 3rd; concentration +5)
Constant – see invisibility
3/day – ghost sound, hypnotism, magic aura
1/week—rest eternal
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Statistics
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Str 8 Dex 16 Con 12 Int 13 Wis 13 Cha 15
Base Atk +8; CMB +12; CMD 8
Feats Ability Focus (false curse), Stealthy
Skills Acrobatics +9, Appraise +8, Bluff +4, Climb +5, Craft (wondrous item) +17, Craft (alchemy) +6, Diplomacy +17, Disguise +2, Escape Artist +5, Fly +22, Heal +17, Intimidate +2, Knowledge (arcana) +6, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion) +5, Linguistics +8, Perception +20, Sense Motive +6, Spellcraft +17, Stealth +24, Survival +6, Swim +5, Use Magic Device +19
Languages Common; speak with animals, speak with master, speak with animals of its kind SQ share spells, scry on familiar 1/day, empathic link
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False Curse (Su) Once per day, a cat sith can fool a creature into believing it has been cursed by the cat sith’s black magic. The target must be within 60 feet and must be able to see the cat sith to be affected by the false curse (Will DC 15 negates). An affected creature takes a –4 penalty on attack rolls, saving throws, ability checks, and skill checks, as if affected by bestow curse. Because this effect is not a true curse, the target gains a new saving throw to end the effect at the beginning of each day. This is a language-dependent, mind-affecting effect that can be affected by remove curse. The save DC is Charisma-based.
No Luck (Su) A creature hit by a cat sith’s claws must succeed at a DC 13 Will save or be stricken with lucklessness. For 1d4 rounds, the affected creature can’t benefit from any luck bonuses. The save DC is Charisma-based.