Full Name |
Olivienta von Moore |
Race |
HP 43/44 | AC 18 T 14 FF 15 CMD 14 | F +9 R+7 W+8 |Telekinetic Fist: 9/9 Init +3 Perception +11 |
Classes/Levels |
N Elven Female Wizard (transmuter) 6 |
Languages |
Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Elven, Kelish, Polyglot, Sylvan, Tien |
Strength |
7 |
Dexterity |
16 |
Constitution |
15 |
Intelligence |
22 |
Wisdom |
13 |
Charisma |
7 |
About Liv Moore'
25 Moore
Elf transmuter 6
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +11
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Defense
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AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 44 (6d6+18)
Fort +9, Ref +7, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4-2/19-20)
Ranged shortbow +7 (1d6-1/×3)
Arcane School Spell-Like Abilities (CL 6th; concentration +12)
9/day—telekinetic fist (1d4+3 bludgeoning)
Transmuter Spells Prepared (CL 6th; concentration +12)
3rd—lightning bolt (DC 19), haste,
2nd—ghoul touch (DC 19), glitterdust (DC 18), scorching ray (2)
1st— mage armor, magic missile (2), ray of enfeeblement (2) (DC 18)
0 (at will)—acid splash, detect magic, light
Opposition Schools Divination, Illusion
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Statistics
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Str 7, Dex 16, Con 15, Int 22, Wis 13, Cha 7
Base Atk +3; CMB +1; CMD 15
Feats Alertness, Extend Spell, Point-Blank Shot, Precise Shot, Spell Focus (necromancy), Spell Focus (transmutation)
Traits gifted adept, resilient
Skills
Appraise +15,
Knowledge (arcana) +15,
Knowledge (dungeoneering) +13,
Knowledge (engineering) +10,
Knowledge (geography) +10,
Knowledge (history) +10,
Knowledge (local) +10, Knowledge (nature) +11,
Knowledge (nobility) +10,
Knowledge (planes) +14,
Knowledge (religion) +11,
Linguistics +14,
Perception +11,
Profession (sommelier) +5,
Sense Motive +3,
Spellcraft +15 (+17 to identify magic item properties),
Survival +1 (+3 to avoid becoming lost);
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Elven, Kelish, Polyglot, Sylvan, Tien
SQ arcane bond (Arcane Familiar, rat), elven magic, physical enhancement (+2)
Combat Gear
+1 animal-bane arrows (3),
elixir of hiding
oil of daylight,
pearl of power (1st level),
scroll of gust of wind,
universal solvent,
wand of burning hands (CL 3rd, 4 charges),
wand of cure light wounds (38),
wand of cure moderate wounds (8 charges),
wand of mage armor (48 charges),
wand of magic missile (50),
wand of touch of the sea (CL 3rd, 15 charges),
alchemist's fire,
holy water,
thunderstone,
twitch tonic[UE] (6);
handy haversack,
headband of vast intelligence +2,
ring of protection +1,
necklace of resistance +2,
unguent of timelessness,
wayfinder[ISWG],
Other Gear dagger, shortbow, blood ruby ring, scroll case, sealing wax, signet ring, silk rope (50 ft.), spell component pouch, vial, wizard starting spellbook,
403 gp, 9 sp, 9 cp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination You must spend 2 slots to cast spells from the Divination school.
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.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+3 bludgeoning, 9/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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