SQ: Psuedodragon Poisnon (Injury) - Fort DC 15: 1/min for 10 minutes; Effect: sleep for 1 minute; Cure 1: Share Spell; Empathic Link; Imp Evasion; Alertness, Deliver Touch Spells, Speak with Master
STATISTICS
Str 7, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 6; Can’t be tripped
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Race: Elf (Humanoid, Elven)
Gender: Male
Age: Alignment: Lawful Neutral
Class: Wizard (Teleportation) 5
Init +9; Senses Perception +2 (Low-Light)
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Spellcasting:Concentration Check +12; Caster Level SR +6
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3nd Level, DC 19 (Conjuration DC 20)Up to 2 prepped per day +1 Conjuration
Mad Monkeys, Spiked Pit; *Mad Monkeys*
2nd Level, DC 18 (Conjuration DC 19)Up to 4 prepped per day +1 Conjuration
Acid Arrow, Create Pit, Invisibility, See Invisibility; *Glitterdust*
1st Level, DC 17 (Conjuration DC 18)Up to 5 prepped per day +1 Conjuration
Feather Fall, Grease, Monkey Fish, Obscuring Mist, Snapdragon Fireworks; *Stumblegap*
Orisons, DC 16 (Conjuration DC 17)Prep 4 per day
Acid Splash, Dancing Lights, Message, Read Magic
Transmutation
→ Mage Hand
→ Mending
→ Message
→ Open/Close
Universal
→ Arcane Mark
→ Prestidigitation
Level 1 Conjuration
→ Summon Monster I
→ Obscuring Mist
→ Grease
→ Stumble Gap
Evocation
→ Magic Missile
Illusion
→ Vanish
Necromancy
→ Ray of Enfeeblement - 25ft +5/2lvl - 1d6+1 per 2 lvl Str Damage - Fort halves **
Transmutation
→ Enlarge Person
→ Feather Fall - immediate - 25 + 5/2lvl range - 1 rnd/lvl - 1 medium per level within 20ft of each other
→ Snapdragon Fireworks - 400ft + 40/lvl - 1 dragon/lvl - 1d4 fire & dazzled (reflex half & negate dazzle)
→ Monkey Fish
Level 2 Conjuration
→ Acid Arrow - 400ft +40/lvl - 2d4 acid damage - lasts 1 round + 1 per 3 levels (2 rounds current)
→ Create Pit - 100ft +10/lvl - 10x10 hole, 10ft deep per 2 levels - takes falling damage → Reflex Negates; Climb DC 25 to get out
→ Glitterdust - 100ft +10/lvl - 10 ft radius spread - 1 rnd/level → Will Save negates Blind - still visible
Divination
→ See Invisibility - 10 min/level - Self Only
Level 3 Conjuration
→ Mad Monkeys - 25ft + 5/2lvl - 1 round/lvl + ½ level - Summon a monkey swarm - if creature fails distraction save, deafened for 1 minute - each round attempts 1 disarm or steal maneuver; CMB = CL + Int Mod - CMD = 10 + CL + Int Mod
→ Spiked Pit - 100ft +10/lvl - 10x10 hole, 10ft deep per 2 levels - takes falling damage + 2d6 piercing → Reflex Negates; Climb DC 20 to get out w/1d6 piercing per round of climbing
Wands:
Level 0 → Wand of Mage Armor (45), Wand of Shield (46),
Level 1 → Wand of Endure Elements (4), Wand of CLW (42), Wand of Magic Missile (50)
Scrolls:
Scroll of Disguise Self
Scroll of Hold Portal
Scroll of Knock
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OFFENSE
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Speed 30, BAB +2, CMB +2
Melee
[dice=Dagger]1d20+2[/dice] for [dice=P or S Damage]1d4[/dice] Crit 19-20x2
[dice=+1 Quarterstaff]1d20+3[/dice] for [dice=B Damage]1d6+1[/dice] x2, Monk, Double
Ranged
[dice=Light Crossbow]1d20+5[/dice] for [dice=P Damage]1d8[/dice] Crit 19-20x2
[dice=Acid Splash vs Touch]1d20+5[/dice] for [dice=Acid Damage]1d3[/dice] Crit x2, 35ft Range
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Special Abilities Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic.
Fast Study:Can prepare daily spells in 15 minutes. Minimum prep time for spells reduced to 1 minute. Shift:At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier Summoner’s Charm:Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
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STATISTICS
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Str 10, Dex 16, Con 10, Int 23, Wis 10, Cha 7
AC Calc: 3 Dex
HP Calc 1) 6, 2-5) 4, Con 0, Favored 5
Specialized School: Conjuration (Teleportation) Opposition Schools: Abjuration, Enchantment
Feats: 1b) Spell Focus Conjuration, 1b) Run, 1) Imp Initiative, 3) Point-Blank Shot, 5) Improved Familiar, 5b) Arcane Discovery (Fast Study)
Traits: Highlander (+Stealth and Class Skill), Magic is Life (If dropped below 0 hp while effected by magic effect, dismiss to auto stabilize) Favored Class: All HP
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Languages: Aklo, Common, Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, Infernal, Orc, Sylvan, Tian, Undercommon
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EQUIPMENT AND GOLD
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On person: Light Crossbow w/10 bolts, Dagger, MWK Backpack, Grappling Hook, Spider Silk Rope (50ft), Spellbook, Chalk (7), Ear Plugs, Signal Whistle, Parchment (5), Paper (3), Sealing Wax, Signet Ring, Waterproof Bag, Headband of Int (+2), Spellsight Bracer, Quarterstaff of Entwined Serpents, Pearl of Power (level 1)
Left at Lodge: Starting GP: 1285g 4s
Purchased: Gained In Session:
Carrying Capacity: Light (??), Medium (??), Heavy (60), LoH (60), Lift (120), Drag/Push (300)
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APPEARANCE
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Height Weight Eye Color Hair Color Skin Tone Region of Origin Deity Favorite meal
Society Boons:
==Smine’s Best==
Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquially known as a “Smine”) to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 prestige points to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5.
Weapon:____________ GM Initials: _______
==Spider’s Captor==
Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringer her to justice, you gain an official writ of appreciation from the People’s Council granting you a +5 bonus on any Diplomacy check made to influence a government official with the nation of Andoran.
==The Favor of Cartahegn==
While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
==Coiled Companion==
You have recovered a rare serpent’s egg, reared the reptile, and trained it as a guardian. If you have hunter’s bond, nature bond, or similar feature that allows you to select an animal companion, you may select either a cinder asp (using the viper snake statistics) or a razor-scale python (using the constrictor snake statistics) as your companion; you must be able to select a constrictor or viper as a companion in order to train its respective variant. If the companion is released or dies without your restoring it to life, cross this boon off your Chronicle Sheet.
Cinder Asp: Change the snake’s poison effect to 1d2 Constitution and its cure to 2 saves. In place of granting the snake a bonus trick, you can instead increase the snake’s effective Hit Dice by 1 for the purpose of calculating the saving throw DC of its poison.
Razor-Scale Python The snake’s constrict damage is (1d4 plus 1d2 bleed). In place of granting the snake a bonus trick, you can instead increase the snake’s effective druid level by 1 for the purpose of calculating its natural armor bonus according to Table 3-8 (Core Rulebook 52).
==Draconic Sidekick==
You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver for the purposes of bypassing damage reduction.
Alternatively, you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.
==Fortune’s Return==
Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you do not choose.
You may activate an ability that you did not cross off by checking off the box next to it. Doing so grants a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below.
The Suit of hammers (Strength): Sundering of otherwise breaking an object The Suit of Keys (Deterity): Picking a lock The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion The Suit of Books (Intelligence) Performing research The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating The Suit of Crowns (Charisma): Speaking to a person in a position of authority
===Righteous Redemption===
Thanks to your work bringing a lost hero's legacy to light key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration, a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and a week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to dow ith as you please, but it has an effective resale value of 0 gp.
===Worthy Foe===
Lastall is the Inner Sea's bulwak against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that preceeds this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures' attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of your next run.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype
Chronicle Info:
Player: RePete
Character Name: Manathiel
PFS #: 126566-03
Faction: Scarab Sage
XP: 13
Prestige: 21
Fame: 25
Day Job: [dice=Profession (Scribe)] 1d20+5[/dice]
Funds: 1285g 4s
Normal Progression