Full Name |
Olvertu Pakava |
Race |
| Male Tiefling Wiz 1| hp 11/11| Init +2 | AC 12, T 12, FF 04 | CMB +1, CMD 13 | |
Classes/Levels |
F +1 R +2 W +2 | Prcptn +0, SM +0 |
Gender |
M |
About Overtu Pakava
Olvertu Pakava
Male daemon-spawn tiefling abjurer (banishment[APG]) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Player's Guide 144, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +2; +2 trait bonus vs. contact and inhaled poisons, +3 trait bonus vs. ingested poisons
Defensive Abilities resistance; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks unstable bonds
Spell-Like Abilities (CL 1st; concentration +3)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 13)
Abjurer Spells Prepared (CL 1st; concentration +7)
. . 1st—color spray (DC 15), protection from evil, stumble gap[APG] (DC 15)
. . 0 (at will)—detect magic, open/close (DC 14), read magic
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 13, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (abjuration), Toughness
Traits focused mind, neutralizing gut
Skills Craft (clothing) +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Linguistics +8, Spellcraft +8
Languages Abyssal, Common, Hallit, Infernal, Osiriani, Polyglot, Skald
SQ arcane bond (ring), light from darkness
Combat Gear cold iron crossbow bolts (50); Other Gear light crossbow, quarterstaff, arcane bond ring, backpack, flint and steel, inkpen (2), parchment (5), silk rope (50 ft.), spell component pouch, tailoring tools, wizard starting spellbook, 118 gp, 9 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Banishment Associated School: Abjuration
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Resistance 5 (Acid) (Ex) When choosing spells, gain Acid resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Unstable Bonds (round, 7/day) (Su) Melee touch attack shakes and staggers a sumoned or called creature.
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