Seltyiel

Nym Nightshade's page

117 posts. Organized Play character for DM DoctorEvil.


Full Name

Nym

Race

Tower Elf Infernal Binder

Classes/Levels

Wizard 3| HP: 17/17 | AC:12 (16) T:12 (16) F:10 (14) | F:+3, R:+3, W:+5 (+2 vs enchant) | Perception: +4 | Sense Motive: +4*

Gender

Spells Prepared:
0: Acid Splash, Daze, Detect Magic, Light 1: Grease, Obscuring Mist, Protection from Evil, Summon Monster 1 2: Create Pit, Summon Monster 2 (x2)

Size

M

Alignment

LN

Deity

Nethys

About Nym Nightshade

Nym
Male tower elf wizard 3
LN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +3, Ref +3, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +0 (1d6-1)
Ranged light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 3rd; concentration +7)
2nd—create pit[APG] (DC 17), summon monster II, summon monster II
1st—grease, protection from evil, summon monster I, summon monster I
0 (at will)—acid splash, daze (DC 14), detect magic, light
Opposition Schools Illusion, Necromancy
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Statistics
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Str 9, Dex 14, Con 10, Int 18, Wis 14, Cha 12
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Augment Summoning, Spell Focus (conjuration), Spell Specialization[UM]
Traits diabolical dabbler, master of pentacles
Skills Acrobatics -1 (-5 to jump), Appraise +9, Craft (alchemy) +8, Diplomacy +1 (+3 to gather information), Fly +4, Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +13, Linguistics +8, Perception +4, Sense Motive +4 (+6 to read a social situation), Spellcraft +10 (+12 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Infernal, Sylvan
SQ arcane bond (otto, rat), arcane focus, assume control, elven magic, summoner's charm (1 round), urbanite
Combat Gear pearl of power (1st level), potion of cure light wounds, scroll of enlarge person, scroll of summon monster ii, wand of cure light wounds, wand of mage armor (50 charges), wand of summon monster i (9 charges), alchemist's fire (3); Other Gear crossbow bolts (20), light crossbow, quarterstaff, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], soap, spell component pouch, trail rations (5), waterskin, 1,020 gp, 1 sp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Assume Control (1 round, 7/day) (Su) At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster's level. If you know
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Pentacles (1/day) Conjuration spell gains +2 CL for the purpose of duration.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Summon Monster I) Pick one spell and cast it as if you were higher level
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.

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