Marha Suntouch
Marha Suntouch
Female human (Shoanti) wizard (runesage) 1 (Pathfinder RPG Adventurer's Guide 58)
NG Medium humanoid (human)
Init +9;
Senses Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6)
Fort -1,
Ref +3,
Will +2
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4-1/19-20) or
. . quarterstaff -1 (1d6-1)
Special Attacks hand of the apprentice (8/day)
Wizard (Runesage) Spells Prepared (CL 1st; concentration +6)
. . 1st—burning disarm (DC 16), burning hands (DC 16), comprehend languages
. . 0 (at will)—mage hand, prestidigitation, ray of frost
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Statistics
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Str 8,
Dex 16,
Con 8,
Int 20,
Wis 10,
Cha 12
Base Atk +0;
CMB -1;
CMD 12
Feats Improved Initiative, Scribe Scroll, Spell Penetration
Traits pragmatic activator, reactionary, scholar of the ancients
Skills Appraise +9, Disable Device +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (nature) +9, Knowledge (religion) +9, Spellcraft +9, Use Magic Device +6
Languages Common, Draconic, Dwarven, Elven, Ignan, Polyglot, Shoanti, Thassilonian
SQ arcane bond (object), fire in the blood[ARG], mostly human, runic focus, self-doubting
Other Gear dagger, quarterstaff, backpack, flint and steel, ink, inkpen, soap, spell component pouch, thieves' tools, waterskin, wizard starting spellbook, 10 gp, 17 sp
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Special Abilities
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Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Runic Focus (Su) Create stone that provides specialization in Thassilonian school of magic.
Self-Doubting (????) -2 penalty to particular Will saves & skill checks after failing it that day.
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