Jik 'tu kbar's page

36 posts. Alias of baldwin the merciful.

Full Name

Jik 'tu kbar




3, wizard (shadowcaster), I 9, P 3, F 3 R 4 W 3









Strength 10
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 10
Charisma 6

About Jik 'tu kbar

Jik 'tu kbar
Tiefling Wizard (Shadowcaster) 3 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Advanced Race Guide 0)
LN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +3
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 24 (3d6+6)
Fort +3, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee club +1 (1d6) and
. . dagger +1 (1d4/19-20) and
. . quarterstaff +1 (1d6) and
. . unarmed strike +1 (1d3 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks acid cloud
Tiefling Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—darkness
Wizard (Shadowcaster) Spells Prepared (CL 3rd; concentration +10):
. . 2nd—burning arc (DC 17), create pit(S) (DC 18), scorching ray
. . 1st—ear-piercing scream (DC 16), grease (S), mage armor, magic missile (2), shadow weapon (DC 16), shield, sleep (DC 16)
. . 0 (at will)—detect magic, message, prestidigitation, read magic

Shadow: Shield, stone shield, obscuring mist
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Traits desperate focus, reactionary
Skills Appraise +9, Bluff +0, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception +3, Spellcraft +11, Stealth +6, Swim +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Goblin, Infernal, Orc, Shadowtongue
SQ earth supremacy, opposition schools (wood), shadow spell slots (mage armor, shield, magic missle), shadow spells, specialized schools (earth)
Combat Gear scrolls of air bubble, alarm, cause fear, charm person, chill touch, command, comprehend languages, endure elements, enlarge person, reduce person, infernal healing; levitate, scorching ray, summon monster II, shadow anchor, vanish; potion of CLW (1); Potion of Jump;

Other Gear club, dagger, light crossbow, quarterstaff, handy haversack, candle (5), chalk (3), flask, ink, black (10), inkpen (5), mirror, oil (3) paper (30), scroll box, scroll case, scroll case, scroll case, scroll case, scroll case, sewing needle, soap, traveling spellbook, umbrella, whetstone, wizard's kit,

6 gp, 8 sp, 2 cp
Acid Cloud (1d6+1, 8/day, DC 16) (Su) - 0/8
Club - 0/1
Dagger - 0/1
Darkness (1/day) - 0/1

CLW - 0/1
Jump - 0/1


air bubble - 0/1
alarm - 0/1
ant haul - 0/1
cause fear- 0/1
charm person 0/1
chill touch 0/1
command 0/1
comprehend languages 0/1
endure elements 0/1
enlarge person 0/2
levitate 0/2
mage armor 0/2
magic missile 0/1
reduce person 0/2
infernal healing 0/2
Shield 0/3
scorching ray 0/1,
shadow anchor 0/1
vanish 0/1
Special Abilities
Acid Cloud (1d6+1, 8/day, DC 16) (Su) 5'r cloud deals 1d6+1 Acid damage and sickens for 1r. Fort halves/negates.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Supremacy +2 (Su) +2 CMD vs. bull rush, drag, reposition, trip, and overrun while touching the ground. +1 insight bonus to melee attack/damage while you and your opponent are touching the ground.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Scroll of air bubble, alarm, cause fear, charm person, chill touch, command, comprehend languages, e Add this item to create a scroll with spells on it.
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wood Five-Element opposition school for: Earth

You must spend 2 slots to cast spells from the Wood school.

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