Classes/Levels |
Male Wayang {small} Wiz 6 HP 44 | AC 14 (18: Mage Armor), T 14, FF 12 | F: +5, R: +5, W: +5 | CMD 16 | Perc. +7 | Init. +4 |
Homepage URL |
Mogall Character Sheet PDF |
About Mogall Dark
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Mogall (Wayang)
Male wayang illusionist (shadow[APG]) 6 (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 4 274)
N Small humanoid (wayang)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 44 (6d6+18)
Fort +5, Ref +5, Will +5; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee dagger +5 (1d3+1/19-20) or
. . unarmed strike +5 (1d2+1 nonlethal)
Special Attacks binding darkness
Spell-Like Abilities (CL 6th; concentration +7)
. . 1/day—ghost sound (DC 12), pass without trace, ventriloquism (DC 13)
Illusionist Spells Prepared (CL 6th; concentration +11)
. . 3rd—dispel magic, haste, major image (DC 19), communal resist energy[UC]
. . 2nd—flaming sphere (DC 17), glitterdust (DC 17), toppling magic missile, minor image (DC 18), spider climb
. . 1st—comprehend languages, expeditious retreat, liberating command[UC], mage armor, protection from evil, vanish[APG] (DC 17)
. . 0 (at will)—acid splash, detect magic, mage hand, message
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 15, Con 14, Int 20, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Combat Casting, Eschew Materials, Shadow Gambit, Spell Focus (illusion), Toppling Spell[UM]
Traits reactionary, suspicious
Skills Acrobatics +2 (-2 to jump), Appraise +11, Craft (tattoo) +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +9, Linguistics +9, Perception +7, Sense Motive +9, Spellcraft +14, Stealth +8, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Auran, Common, Draconic, Shadowtongue, Tien, Undercommon, Wayang
SQ arcane bond (amulet), extended illusions (3 rounds), light and dark, shadow magic
Combat Gear pearl of power (1st level), potion of cure serious wounds, snapleaf[UE], staff of minor arcana[UE], wand of infernal healing (31 charges); Other Gear dagger, arcane bond amulet, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, wayfinder[ISWG], spell componits for symbol of mirroring (worth 100 gp), 2,356 gp
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Tracked Resources
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Arcane Bond (Amulet) (1/day) (Sp) - 0/1
Binding Darkness (2 rounds, 8/day) (Sp) - 0/8
Dagger - 0/1
Ghost Sound (1/day) - 0/1
Light (At will) - 0/0
Light and Dark (1/day) (Su) - 0/1
Magic Missile - 0/5
Pass without Trace (1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of cure serious wounds - 0/1
Shield - 0/10
Snapleaf - 0/1
Staff of minor arcana - 0/10
Ventriloquism (1/day) - 0/1
Wand of infernal healing (31 charges) - 0/31
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Binding Darkness (2 rounds, 8/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extended Illusions (+3 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shadow Associated School: Illusion
Shadow Gambit You can tap into the Plane of Shadow to momentarily lend reality to one of your illusion (figment) spells.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.
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Mogall's Spell Book