Kestoglyr Mantiel

Narg Crowbait's page

97 posts. Alias of TawnyKnight.


Classes/Levels

HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

About Narg Crowbait

Narg Crowbait
Male strix wizard 5 (Pathfinder Campaign Setting: Inner Sea World Guide 313)
NE Medium humanoid (strix)
Init +14; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
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AC 18, touch 14, flat-footed 14 (+4 Mage Armor, +4 Dex)
hp 37 (5d6+15)
Fort +3, Ref +5, Will +4; +2 bonus vs. illusion spells or effects
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Offense
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Speed 30 ft., fly 60 ft. (average)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks hatred
Wizard Spells Prepared (CL 5th; concentration +10)
. . 3rd—summon monster III, summon monster III
. . 2nd—entangle (DC 17), invisibility, summon swarm, summon swarm, web (DC 18), web (DC 18)
. . 1st—charm person (DC 16), grease, grease, mage armor, magic missile, magic missile, magic missile, shield
. . 0 (at will)—daze (DC 15), ghost sound (DC 15), mage hand, touch of fatigue (DC 15)
. . Opposition Schools Metal
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Statistics
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Str 8, Dex 19, Con 14, Int 21, Wis 10, Cha 6
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Flyby Attack, Improved Initiative, Scribe Scroll, Spell Focus (conjuration), Split Slot[UM]
Traits bully, reactionary
Skills Acrobatics +11, Fly +13, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +13, Knowledge (religion) +9, Linguistics +9, Perception +12, Sense Motive +2, Spellcraft +12, Stealth +9; Racial Modifiers +2 Perception
Languages Aquan, Auran, Common, Goblin, Infernal, Strix, Terran
SQ arcane bond (arcane familiar, scorpion, greensting), flexible enhancement, splintered spear, suspicious
Combat Gear extend metamagic rod (lesser), quick runner's shirt[UE], scroll of grease, grease, grease, grease, infernal healing, infernal healing, infernal healing, shield, shield, scroll of see invisibility, scroll of true strike, true strike, true strike, true strike, acid (7); Other Gear lamellar cuirass[UC], darkwood buckler, crossbow bolts (20), light crossbow, headband of vast intelligence +2, muleback cords[APG], bandolier[UE], masterwork tool, masterwork tool, spellbook, wrist sheath, spring loaded (2), 271 gp, 5 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flexible Enhancement +2 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Flight (60 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metal You must spend 2 slots to cast spells from the Metal 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 (Conjuration) Spells from one school of magic have +1 to their save DC.
Splintered Spear (8/day) (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your S
Split Slot (3 -> 2 x 1) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Suspicious +2 bonus to save vs. illusion.

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Arcane Familiar (Figment)
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 9 (1d8)
Fort +2, Ref +4, Will +4
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Skill Focus (Intimidate), Weapon Finesse
[b]Skills
Acrobatics +11, Climb +11, Fly +14, Intimidate +0, Linguistics +0, Perception +12, Spellcraft +3, Stealth +23; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white 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.

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