Half-Orc of Averaka

Lym Blackhand II's page

41 posts. Alias of Dax Thura.


Classes/Levels

Half-Orc Wizard (Evoker) 9/Cyphermage 6; HP 74/97| AC 16 T 14 FF 13| Fo +9 Re +9 Wi +13; +2 v transmutation, poison| Init +3 Percep +12; Darkvision 60', Arcane Sight

About Lym Blackhand II

Lym Blackhand
Female half-orc cyphermage 6/evoker 9 (Pathfinder RPG Adventurer's Guide 56)
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+1 armor, +1 deflection, +3 Dex, +1 natural)
hp 97 (15d6+54)
Fort +9, Ref +9, Will +13; +2 morale bonus vs. transmutation spells, +2 resistance bonus vs. poison
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)
Melee +1 bane domineering falchion +8 (2d4+1/18-20 plus 2d6 vs. ) or
. . silver dagger +7/+2 (1d4-1/19-20) or
. . staff of mithral might +9/+4 (1d6+2) or
. . unarmed strike +7/+2 (1d3 nonlethal)
Ranged heavy crossbow +10 (1d10/19-20)
Special Attacks intense spells (+4 damage)
Arcane School Spell-Like Abilities (CL 15th; concentration +23)
. . At will—elemental wall (9 rounds/day)
. . 11/day—force missile (1d4+4)
Evoker Spells Prepared (CL 15th; concentration +23)
. . 8th—summon monster VIII, summon monster VIII, telekinetic sphere (DC 26)
. . 7th—maximized dragon's breath[APG] (DC 22), mage's sword, plane shift (DC 25), summon monster VII
. . 6th—chain lightning (DC 24), greater dispel magic, maximized fireball (DC 21), maximized fireball (DC 21), summon monster VI
. . 5th—break enchantment, dismissal (DC 23), mage's private sanctum, overland flight, maximized scorching ray, teleport
. . 4th—black tentacles, ghost wolf[ARG], greater invisibility, cold elemental lightning bolt (DC 21), cold elemental lightning bolt (DC 21), maximized magic missile, maximized magic missile
. . 3rd—fireball (DC 21), fireball (DC 21), haste, protection from energy, protection from energy, protection from energy, protection from energy
. . 2nd—cold elemental burning hands (DC 19), gust of wind (DC 20), knock, communal mount[UC], scorching ray, scorching ray, scorching ray, scorching ray, scorching ray, scorching ray, see invisibility
. . 1st—burning hands (DC 19), endure elements, magic missile, magic missile, magic missile, shield, summon minor monster[UM]
. . 0 (at will)—detect magic, light, message, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 26, Wis 13, Cha 10
Base Atk +7; CMB +7; CMD 21
Feats Alertness, Craft Magic Arms & Armor, Cypher Magic[ISWG], Elemental Spell[APG], Improved Iron Will, Inscribe Magical Tattoo, Iron Will, Maximize Spell, Scribe Scroll, Toughness
Traits - custom trait -, suspicious
Skills Craft (tattoo) +16, Diplomacy -2, Disable Device +15, Fly +18, Intimidate +2, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (history) +20, Knowledge (local) +26, Knowledge (nature) +13, Knowledge (nobility) +26, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +24, Perception +12, Perform (wind instruments) +8, Sense Motive +12, Spellcraft +26, Use Magic Device +11; Racial Modifiers +2 Intimidate
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Shoanti, Sylvan, Terran, Thassilonian, Varisian
SQ arcane bond (familiar), cypher lore (defensive scrollcaster, enhance scroll, glyph finder, swift scrivener, swift scroll, thassilonian summoning), orc blood
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of fly, robe of bones, scroll of protection from energy, scroll of secure shelter, scroll of spontaneous immolation, staff of mithral might[UE]; Other Gear +1 bane domineering falchion, crossbow bolts (10), heavy crossbow, silver dagger, amulet of natural armor +1, cloak of resistance +1, headband of vast intelligence +6, ring of protection +1, ring of wizardry ii, snakeskin tunic[UE], backpack, carriage, ink, inkpen, masterwork Flute, masterwork thieves' tools, noble's outfit, parchment (4), scroll case, small tent, spell component pouch, spellbook, tattooing tools, trail rations (5), winter blanket, 14,527 gp, 1 sp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Cypher Magic Gain bonuses to caster level when using scrolls
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Scrollcaster (Ex) +4 bonus on concentration checks to cast defensively when casting spells from scrolls.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elemental Wall (9 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
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.
Enhance Scroll (2/day) (Su) As a swift action, use own caster level rather than scroll's caster level.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Fly (40 feet, Good) You can fly!
Force Missile (1d4+4, 11/day) (Sp) As a standard action, magic missile strikes a foe.
Glyph Finder (Ex) Can locate and disarm magical spell traps.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Inscribe Magical Tattoo You can craft magical tattoos.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
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.
Swift Scrivener (Ex) Reduce casting time of symbol spells to 1 minute; scribe up to two scrolls a day.
Swift Scroll (Ex) Do not provoke when retrieving a scroll; retrieve a scroll as a free action as part of a move.
Thassilonian Summoning (Ex) Additional creatures available to summon.
--------------------
Lone Wolf: Once a day, the first time your condition is 'dying', you automatically stabilize. After this on the same day, if your condition is 'dying', you must make a DC 6 check to stabilize. You also get a +1 bonus on Fortitude saves)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

[dice=Disable Device]1d20+15[/dice]
[dice=Spellcraft]1d20+26[/dice]

[dice=Cast Defensively]1d20+23[/dice] +4 w/scrolls

[dice=Scorching Ray]1d20+10[/dice] [dice=Damage]4d6[/dice]