Jametor Darksbane
Male elf wizard 14
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +20
Aura elemental manipulation (30 ft.)
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Defense
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AC 15, touch 15, flat-footed 11 (+1 deflection, +4 Dex)
hp 80 (14d6+22)
Fort +7, Ref +10, Will +11; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee staff of dark flame +8/+3 (1d6+1) or
. . unarmed strike +7/+2 (1d3 nonlethal)
Ranged mwk longbow +12/+7 (1d8/×3)
Special Attacks intense spells (+7 damage)
Wizard Spells Prepared (CL 14th; concentration +21)
. . 7th—delayed blast fireball (DC 26), intensified quickened fireball (DC 22), summon monster VII, greater teleport
. . 6th—disintegrate (DC 23), elemental blast (DC 25), quickened fireball (DC 22), quickened scorching ray, sirocco[APG] (DC 25)
. . 5th—fire snake[APG] (DC 24), fire snake[APG] (DC 24), telekinesis, telekinesis, teleport
. . 4th—ball lightning[APG] (DC 23), intensified piercing fireball (DC 22), intensified piercing fireball (DC 22), greater invisibility, greater invisibility, greater invisibility
. . 3rd—fireball (DC 22), piercing fireball (DC 22), fly, fly, haste, ice spears (DC 20), piercing scorching ray
. . 2nd—invisibility, invisibility, scorching ray, scorching ray, scorching ray, scorching ray, scorching ray
. . 1st—burning hands (DC 20), burning hands (DC 20), burning hands (DC 20), gravity bow[APG], mage armor, magic missile, magic missile
. . 0 (at will)—acid splash, detect magic, ray of frost, read magic
. . Opposition Schools Enchantment
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Statistics
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Str 10, Dex 18, Con 12, Int 25, Wis 10, Cha 10
Base Atk +7; CMB +7; CMD 22
Feats Elemental Commixture, Greater Spell Focus (evocation), Intensified Spell[APG], Opposition Research[UM], Piercing Spell[UM], Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Spell Specialization[UM]
Traits magical lineage, researching the blot
Skills Appraise +14, Diplomacy +14, Fly +20, Knowledge (arcana) +24, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +14, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +24, Knowledge (religion) +14, Linguistics +15, Perception +20, Profession (scribe) +5, Sense Motive +18, Spellcraft +24 (+26 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aklo, Celestial, Common, Draconic, Elven, Gnome, Goblin, Halfling, Infernal, Orc, Polyglot, Sylvan, Undercommon, Varisian
SQ arcane bond (swiftwing, raven), elven magic, versatile evocation
Combat Gear +1 outsider, evil-bane arrows (50), cold iron arrows (50), lesser selective metamagic rod[APG], oil of bless weapon (2), pearl of power (1st level), pearl of power (2nd level) (2), pearl of power (3rd level), potion of cure light wounds (4), scroll of communal darkvision, scroll of greater invisibility, scroll of greater teleport, scroll of magic weapon, scroll of summon monster vii, staff of dark flame[UE], wand of levitate, wand of light, wand of magic missile, wand of shocking grasp; Other Gear mwk longbow, belt of incredible dexterity +2, cloak of resistance +2, handy haversack, headband of vast intelligence +4, ring of protection +1, bedroll, charcoal stick (5), elven trail rations[UE] (5), ink, inkpen, mess kit[UE], parchment (50), spell component pouch, spellbook, waterproof bag[UE], 3,683 gp, 4 cp
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Tracked Resources
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+1 outsider, evil-bane arrows - 0/50
Animate Dead - 0/3
Cold iron arrows - 0/50
Elemental Manipulation (14 rounds/day) (Su) - 0/14
Elven trail rations - 0/5
False Life - 0/10
Fireball - 0/5
Oil of bless weapon - 0/2
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (2nd level, 2/day) - 0/2
Pearl of power (3rd level, 1/day) - 0/1
Potion of cure light wounds - 0/4
Ray of Enfeeblement - 0/10
Scorching Ray - 0/10
Scry on Familiar (1/day) (Sp) - 0/1
Selective metamagic rod (lesser, 3/day) - 0/3
Versatile Evocation (10/day) (Su) - 0/10
Wand of levitate - 45/50
Wand of light - 43/50
Wand of magic missile - 0/50
Wand of shocking grasp - 49/50
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Special Abilities
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Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Commixture Cast 2 elemental spells simultaneously for various benefits.
Elemental Manipulation (14 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+7 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Swiftwing:
Swiftwing
Female raven (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +22
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Defense
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AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 40 (1d8-1)
Fort +3, Ref +6, Will +11
SR 19
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1 nonlethal) or
. . bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 8, Int 12, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
[b]Tricks Attack, Deliver, Down, Fighting, Flank, Stay, Watch
Skills Acrobatics +2 (-6 to jump), Appraise +2, Diplomacy +12, Fly +22, Knowledge (arcana) +15, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +15, Knowledge (religion) +5, Linguistics +6, Perception +22, Sense Motive +16, Spellcraft +15, Stealth +14
Languages Common, Halfling
SQ improved evasion
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Tracked Resources
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. . -none-
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Special Abilities
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Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Resistance (19) You have Spell Resistance
Scrolls:
Spoiler:
[spoiler]Jametor Darksbane is a tall thin Elf with long brown braided hair and blue eyes. For the last few years, he's been studying at the Arcanamirium in Absalom. He was a scribe for the first two years of his time, only becoming a wizard when his magical abilities were discovered on accident. The problem is that accident injured the son of a well placed and very wealthy man. While Jametor's teachers were worried about reprucsions, they wanted Jametor to develop. Due to the oddities happening in Riddleport, they sent him to see what he could find out about the dark cloud over the Cyphermage part of the city. While a lot of wizards are very knowledgeable, Jametor is exceptionally skilled in linguistics. He came to the Arcanamirium knowing Elven and Common, but soon learned Celestial and Draconic. Over the past year he's been working on Sylvan and Goblin. He can not only speak those languages but read and write in them, as well.
[spoiler=Spellbook]
Dancing Lights (0);Flare (0);Acid Splash (0);Arcane Mark (0);Detect Magic (0);Detect Poison (0);Ghost Sound (0);Haunted Fey Aspect (0);Light (0);Mage Hand (0);Mending (0);Message (0);Open/Close (0);Prestidigitation (0);Ray of Frost (0);Read Magic (0);Resistance (0);Scrivener's Chant (0);Spark (0);Enlarge Person (1);Erase (1);Flare Burst (1);Ant Haul (1);Burning Hands (1);Color Spray (1);Gravity Bow (1);Grease (1);Hold Portal (1);Hydraulic Push (1);Icicle Dagger (1);Identify (1);Mage Armor (1);Magic Aura (1);Magic Missile (1);Magic Weapon (1);Obscuring Mist (1);Protection from Law (1);Shield (1);Summon Monster I (1);True Strike (1);Bull's Strength (2);Darkvision (2);Returning Weapon (2);Scare (2);Scorching Ray (2);Summon Monster II (2);Fireball (3);Fly (3);Darkvision, Communal (3);Haste (3);Summon Monster III (3);Tiny Hut (3);Invisibility, Greater (4);Wall of Ice (4);Ball Lightning (4)
Drowness:
As a spell-like ability the user can cast the following spells 1/day: dancing lights, darkness, and faerie fire.
In addition, while wearing this item, the wearer is also granted the ability to speak and understand Undercommon and proficiency with the hand crossbow, the rapier, and the short sword. While worn, the target’s alignment registers as chaotic evil for the purposes of spells like detect chaos and detect evil.
The character becomes medium and gains darkvision out to 120 feet, immunity to sleep effects, light blindness, and spell resistance equal to 11 + class levels.
Elemental Commixture:
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects.
Prerequisite(s): Caster level 1st.
Benefit(s): You and an ally within 30 feet who shares this feat can cast your spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). Both spells must be at least 1st level, within 1 spell level of each other, and cast during the same initiative turn through the use of readied actions.
When the spells to be commixed are cast, one is designated as the primary spell (typically the higher-level spell), while the other is the secondary spell. The primary spell must be an offensive spell that targets an area or one or more creatures. The secondary spell can be any spell with an appropriate descriptor. Neither spell can take more than a standard action to cast. The primary spell behaves as written (with the exception of the synergistic benefits that are described below). The secondary spell does not manifest any of its usual effects; instead, targeted creatures are affected by a secondary effect that is determined by the combination of the two spells' descriptors.
Targeted creatures can attempt a saving throw against the primary spell as normal (assuming that a save is normally allowed), and then attempt a separate save against the secondary effect. The secondary effect's save type is described in its listing, and its save DC is equal to the normal save DC of the primary or secondary spell, whichever is lower (or, if neither spell allows a saving throw, 10 + lowest spell's level + spellcaster's primary spellcasting ability score [Int, Wis, or Cha] modifier).
Commixed spells cannot be counterspelled normally. A creature with Improved Counterspell can counterspell commixed spells if both spells are correctly identified and both belong to the same school. Regardless, the secondary effects of two spells combined through Elemental Commixture cannot be counterspelled. Spell resistance still applies to the secondary effect, unless both of the commixed spells bypass spell resistance.
Synergistic Benefits: The primary spell's save DC (if any) increases by 1. If either spell is normally modified by Spell Focus or Greater Spell Focus, the bonus to save DCs granted by those feats stacks with this increase. The caster of the primary spell also gains a +1 bonus on any caster level check made to overcome spell resistance.
Secondary Effects: While the secondary spell has no direct effect other than bolstering the effects of the primary spell, the combination of spells also creates a unique secondary effect depending on the elemental descriptors of the commixed spells. For the purpose of this secondary effect, the acid, cold, and electricity descriptors count as earth, water, and air descriptors, respectively. Commixed spells with the same elemental descriptors do not produce a secondary effect, though the primary spell still gains the synergistic benefits described above.
Dust (Air/Earth): Choked by dust, the targets must succeed at a Fortitude save or become staggered for 1 round plus 1 round per 5 caster levels of the secondary spell's caster. Targeted spellcasters must succeed at a concentration check to cast spells (the DC is equal to the save DC). On a successful save, the targets are not staggered but must still attempt concentration checks.
Lava (Earth/Fire): The targets are splattered with bits of molten rock and take 1d6 points of fire damage. The targets must succeed at a Reflex save or catch fire (see Catching on Fire).
Mud (Earth/Water): The targets must succeed at a Reflex save or fall prone and have their movement speeds cut in half (to a minimum speed of 5 feet) for 1 round plus 1 round per 5 caster levels of the secondary spell's caster. On a successful save, the targets' movement speeds are cut in half for 1 round.
Smoke (Air/Fire): The targets suffer smoke inhalation and must succeed at Fortitude saves or become nauseated for 1 round and blinded for 1d4 rounds. Success negates the nausea effect and reduces the blindness to 1 round. Creatures immune to fire are immune to the nausea effect.
Snow (Air/Water): The primary spell gains the cold descriptor if it doesn't have that descriptor already, and half the damage dealt (if any) is cold damage. The targets must succeed at a Reflex save or fall prone.
Steam (Fire/Water): Damage caused by the primary spell (if any) is treated as nonlethal, untyped damage (neither cold nor fire damage) and is not affected by energy resistance or absorbed by protection from energy. The targets become blinded for 1d4 rounds unless they succeed at a Will save.
Special: An inquisitor or any other character with the solo tactics class feature can use this teamwork feat without the aid of an ally. In order to do so, the character must be able to cast two qualifying spells within the same round, such as by using the Quicken Spell metamagic feat to cast one spell as a swift action or by using effects such as the time stop spell.