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About Lomyldyr Dweo-MercraeftLomyldyr Dweo-Mercraeft
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Level 7 Stats:
Lomyldyr Dweo-Mercraeft Elf evoker (admixture[APG]) 7 (Pathfinder RPG Advanced Player's Guide 143) NG Medium humanoid (elf) Init +13; Senses low-light vision; Perception +11 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 49 (7d6+14) Fort +3, Ref +5, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Special Attacks intense spells (+3 damage) Evoker Spells Prepared (CL 7th; concentration +13) . . 4th—summon monster IV, summon monster IV, wall of ice (DC 22) . . 3rd—fireball (DC 21), haste, haste, haste . . 2nd—create pit[APG] (DC 18), create pit[APG] (DC 18), create pit[APG] (DC 18), flaming sphere (DC 20), flaming sphere (DC 20), glitterdust (DC 18) . . 1st—burning hands (DC 19), mage armor, magic missile, magic missile, magic missile, magic missile, silent image (DC 17) . . 0 (at will)—detect magic, light, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 16, Con 13, Int 22, Wis 10, Cha 10 Base Atk +3; CMB +3; CMD 16 Feats Alertness, Craft Wondrous Item, Greater Spell Focus (evocation), Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (evocation) Traits magical lineage, reactionary Skills Appraise +10, Climb +5, Fly +13, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +15, Knowledge (religion) +16, Linguistics +13, Perception +11, Sense Motive +4, Spellcraft +16 (+18 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Infernal, Orc, Shadowtongue, Undercommon SQ arcane bond (Hexidemon, greensting scorpion), elven magic, versatile evocation Combat Gear pearl of power (1st level), scroll of air bubble, scroll of comprehend languages, scroll of feather fall, scroll of fly, wand of detect secret doors, wand of enlarge person (48 charges); Other Gear wizard starting spellbook, 500 gp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. 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: +4 bonus on initiative 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 (+3 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. 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. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
6th Level stats:
Lomyldyr Dweo-Mercraeft Elf evoker (admixture[APG]) 6 (Pathfinder RPG Advanced Player's Guide 143) NG Medium humanoid (elf) Init +13; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 43 (6d6+12) Fort +3, Ref +5, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Special Attacks intense spells (+3 damage) Evoker Spells Prepared (CL 6th; concentration +12) . . 3rd—fireball (DC 21), haste, haste, haste . . 2nd—create pit[APG] (DC 18), flaming sphere (DC 20), glitterdust (DC 18) . . 1st—burning hands (DC 19), mage armor, magic missile, magic missile, magic missile, silent image (DC 17) . . 0 (at will)—detect magic, light, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 16, Con 13, Int 22, Wis 10, Cha 10 Base Atk +3; CMB +3; CMD 16 Feats Alertness, Craft Wondrous Item, Greater Spell Focus (evocation), Improved Initiative, Scribe Scroll, Spell Focus (evocation) Traits magical lineage, reactionary Skills Appraise +10, Climb +5, Fly +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +15, Linguistics +13, Perception +10, Sense Motive +4, Spellcraft +15 (+17 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Infernal, Orc, Shadowtongue, Undercommon SQ arcane bond (Hexidemon, greensting scorpion), elven magic, versatile evocation Other Gear wizard starting spellbook, 150 gp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. 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: +4 bonus on initiative 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 (+3 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. 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 (Evocation) Spells from one school of magic have +1 to their save DC. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
5th Level Stats:
Lomyldyr Dweo-Mercraeft Male elf wizard 5 NG Medium humanoid (elf) Init +13; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 39 (5d6+10) Fort +3, Ref +5, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee cold iron dagger +2 (1d4/19-20) or . . longsword +2 (1d8/19-20) or . . silver dagger +2 (1d4-1/19-20) Ranged longbow +5 (1d8/×3) Special Attacks intense spells (+2 damage) Wizard Spells Prepared (CL 5th; concentration +11) . . 3rd—rime fireball (DC 21), haste, haste . . 2nd—create pit[APG] (DC 18), flaming sphere (DC 20), flaming sphere (DC 20), flaming sphere (DC 20), flaming sphere (DC 20) . . 1st—burning hands (DC 19), mage armor, magic missile, magic missile, magic missile, silent image (DC 17) . . 0 (at will)—detect magic, light, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 16, Con 13, Int 22, Wis 10, Cha 10 Base Atk +2; CMB +2; CMD 15 Feats Alertness, Craft Wondrous Item, Greater Spell Focus (evocation), Improved Initiative, Rime Spell[UM], Scribe Scroll, Spell Focus (evocation) Traits magical lineage, reactionary Skills Climb +5, Fly +11, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +13, Perception +9, Sense Motive +2, Spellcraft +14 (+16 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Infernal, Orc, Shadowtongue, Undercommon SQ arcane bond (hexidemon, scorpion, greensting), elven magic, versatile evocation Combat Gear pearl of power (1st level), scroll of air bubble, feather fall, scroll of comprehend languages, scroll of fly, wand of detect secret doors (48 charges), wand of enlarge person, wand of grease (47 charges), wand of protection from evil (46 charges), alchemist's fire (2); Other Gear arrows (20), cold iron dagger, longbow, longsword, silver dagger, cloak of resistance +1, headband of vast intelligence +2, backpack, scroll case, trail rations (5), travelling spellbook[APG], waterskin, 1 gp, 5 sp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. 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: +4 bonus on initiative 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 (+2 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them 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 (Evocation) Spells from one school of magic have +1 to their save DC. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
4th Level Stats[/spoiler:
Lomyldyr Dweo-Mercraeft Male elf wizard 4 NG Medium humanoid (elf) Init +13; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 32 (4d6+8) Fort +2, Ref +4, Will +4; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee cold iron dagger +2 (1d4/19-20) or . . longsword +2 (1d8/19-20) or . . silver dagger +2 (1d4-1/19-20) Ranged longbow +5 (1d8/×3) Special Attacks intense spells (+2 damage) Wizard Spells Prepared (CL 4th; concentration +9) . . 2nd—rime burning hands (DC 17), rime burning hands (DC 17), create pit[APG] (DC 17), glitterdust (DC 17) . . 1st—mage armor, magic missile, magic missile, magic missile, silent image (DC 16), silent image (DC 16) . . 0 (at will)—detect magic, light, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 16, Con 13, Int 20, Wis 10, Cha 10 Base Atk +2; CMB +2; CMD 15 Feats Alertness, Improved Initiative, Rime Spell[UM], Scribe Scroll, Spell Focus (evocation) Traits magical lineage, reactionary Skills Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +12, Perception +8, Sense Motive +2, Spellcraft +12 (+14 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Infernal, Orc, Undercommon SQ arcane bond (hexidemon, scorpion, greensting), elven magic, versatile evocation Combat Gear pearl of power (1st level), scroll of air bubble, feather fall, scroll of comprehend languages, scroll of fly, scroll of haste, wand of detect secret doors (50 charges), wand of enlarge person, wand of grease (50 charges), wand of protection from evil (50 charges), alchemist's fire (2); Other Gear arrows (20), cold iron dagger, longbow, longsword, silver dagger, cloak of resistance +1, backpack, scroll case, trail rations (5), travelling spellbook[APG], waterskin, 1 gp, 5 sp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. 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: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Familiar:
Hexidemon Greensting scorpion (Pathfinder RPG Ultimate Magic 232) N Tiny magical beast (vermin) Init +3; Senses darkvision 60 ft.; Perception +11 -------------------- Defense -------------------- AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size) hp 18 (1d8) Fort +2, Ref +4, Will +4 Immune mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee sting +7 (1d2-4 plus poison) Space 2½ ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2 Base Atk +2; CMB +3; CMD 9 (21 vs. trip) Feats Weapon Finesse [b]Skills Climb +7, Linguistics +2, Perception +11, Spellcraft +2, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Spellbook:
1st Level Spells Alarm Enlarge Person Grease Mage Armor Mount Obscuring Mist Protection vs Evil Silent Image Snapdragon Fireworks Summon Monster I 2nd Level Spells Create Pit Glitterdust Invisibility Summon Monster II Background:
"The pattern points to Geb." Lomyldyr muttered, rubbing his temples as he stared intently at the symbols drawn on the glass wall. "I've run the calculations three times and it's always the same coordinates." His familiar, a large, surly scorpion named Hexidemon, clicked it's pincers in response. Lomyldyr reviewed the formula, "I've integrated the rate that each moon travels around the sun. I've used the current orbital positions of each moon as the resulting constant. And I've solved for the acceleration in both planar dimensions." Lomyldyr looked down at the open tome on numerology to verify the next step."If I then multiply the acceleration in each dimension by today's date, as measured in hours since Star-fall, it should result in a latitude and longitude coordinate." Hexidemon clicked again loudly and raced out of swatting range. "No, this is not nonsense! Numerology is a fundamental pillar of arcane mathematics. After eight years in this dull institution, I've learned at least that much." Lomyldyr turned back to the rune covered glass wall. "In a week there will be a perfect alignment of Golarion's moons. An alignment that happens but once a century and always portends a sea change in history. According to these calculations, the orbital alignment translates to coordinates in Geb." Lomyldyr turned to the large, ornate globe in the corner of the library and spun it to face Geb. He traced both the longitude and latitude lines to find their intersection in the southern portion of Geb. It could only be the infamous location of the last battle between the forces of good and the Cult of Orcus. "Rappan Athuk." Lomyldyr began to pace the room. "Rappan Athuk has been quiet for a millenia. It must be a mistake! Could the Cult of Orcus be rising again at Rappan Athuk?" But Lomyldyr had run the calculations three times. He knew it was not a mistake. Something momentous was beginning at Rappan Athuk. Something that would alter reality. Something that he could not miss. "Hexidemon, we travel south at first light!" Lomyldyr seeks to master the art of conjuration through mathematical precision. Early in life Lomyldyr become interested in the relationship between mathematics and arcane power. After completing military training at the Absalom military academy, he would pursue his interest in the arcane studies at the Arcanamirium, Absalom's elite university. At the Arcanamirium, Lomyldyr would develop a theory that arcane runes are based on numerology. His thesis postulated that combinations of runes create magical effects based on the subtraction or addition of various types of energy. Lomyldyr would prove that when spoken aloud, arcane runes create energy symbols, which integrate the combinations of rune energy to generate complex magical effects. He would lecture that the orientation of symbols, guided through somatic motions, further weave and direct the magical effects in specific ways. He demonstrated that the alignment of somatic motion with geometric shapes differentiates the power of the arcane symbology into higher levels of power. Lomyldyr would go on to develop methods of controlling the rate of spoken runes and the angle of the somatic shaped geometric symbols, to create new, intricate arcane effects. As part of his professorship, Lomyldyr wrote numerous texts that related how material components shape and focus magical energy into specific force vectors. Over time, Lomyldyr would become one of the leading arcane mathematics scholars in Absalom. But, scholarly knowledge does not translate into real arcane power. In time, Lomyldyr would grow restless with academia and would seek something of more substance. Lomyldyr began taking extended sabbaticals to study and practice the arcane arts in the field. While on one of his travels, he would meet a reclusive hermit whom believed that the future was encoded in the patterns of nature. Lomyldyr would grow obsessed with using numerology for divination. In time he would grow to think that he was destined for greatness and that the patterns held the secrets of that destiny. Lomyldyr's obsession with numerology would lead him to the the Twilight Academy in Galduria. At the Twilight Academy, he would study the nexus of arcane patterns and demonology. While studying the history of demons on Golarion, he came upon information on the Cult of Orcus. Lomyldyr was fascinated with the great war that was fought in antiquity to destroy the City State of Tsar. But upon further research Lomyldyr realized that the Prince of Death had not been fully eradicated. The malignant evil was left to fester and to eventually rise again another day. Lomyldyr realized with alarm that the astrological patterns indicated that the time was approaching where Orcus would once again walk the land. Lomyldyr immersed himself in the lore of Orcus. He became an expert on demons. He studied the land of Geb. Now the time had come to join with like minded heroes to forever rid Golarion of the nefarious followers of the Prince of Undeath.
Appearance:
Lomyldyr has long black hair, black eyes and golden skin. He is tall with a lithe frame. Personality:
Lomyldyr aspires to be a legendary conjurer. Lomyldyr strong sense of self confidence sometimes comes off as brash, arrogant and boastful. Lomyldyr is fearless and never backs down from a fight. He is disciplined, methodical and relentless in achieving his goals. Lomyldyr can sometimes be a bit too pedantic and introspective. Occasionally he allows his desire for arcane knowledge to get the best of him. Above all, despite all of his flaws, Lomyldyr seeks to advance the common good of civilization through the destruction of evil. Lomyldyr's loyalty to his fellow adventurers is unwavering. Level Progression:
Arcane Bond:
Traits:
Feat/Spell Progression:
Loot:
three arcane spells: jump, stinking cloud, and ventriloquism (CL 4th). ghoul touch, levitate, lesser restoration and remove paralysis
Script:
[dice=Init]1d20+13[/dice] Lomyldyr keeps torching the nearest fungi with the flaming sphere. "I prefer my mushrooms ... cooked." [dice= FS damage] 3d6 + 3 [/dice]; DC 20 Reflex negates [dice=Spellcraft]1d20+18[/dice] Hound Archon
[dice=Hound Archon greatsword attack]1d20+4[/dice];
[dice=Hound Archon bite]1d20+9[/dice];
[dice=MM damage]4d4+4+3[/dice]
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