HP 32, AC:13, FF:13, Th:10, F+5/R+5/W+5(+1 vs fear +2 vs ench), Perc +14, Init +4
About PFS CORE - Vie Vsetko
Vie Vsetko, CORE 30504-12:
Male elf diviner 6
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +14
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex; +2 deflection vs. evil)
hp 32 (6d6+6)
Fort +5, Ref +7, Will +7; +2 vs. enchantments; +2 resistance vs. evil
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4-2/19-20)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—diviner's fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—clairaudience/clairvoyance, fly, haste, tongues
. . 2nd—glitterdust (DC 17), locate object, see invisibility, spider climb, summon swarm
. . 1st—comprehend languages, feather fall, grease, identify, protection from evil, shield
. . 0 (at will)—detect magic, message, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 7, Dex 16, Con 12, Int 21, Wis 11, Cha 7
Base Atk +3; CMB +1; CMD 14
Feats Alertness, Enlarge Spell, Greater Spell Focus (enchantment), Quicken Spell, Skill Focus (Knowledge [arcana]), Spell Focus (enchantment)
Traits dangerously curious, tomb raider
Skills Acrobatics +4, Appraise +9, Climb -1, Craft (bookbinding) +11, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +14, Knowledge (religion) +9, Linguistics +10, Perception +14, Sense Motive +2, Spellcraft +14 (+16 to identify magic item properties), Stealth +12, Swim -1, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Orc, Sylvan
SQ arcane bond (Chuckles, cat), elven magic, forewarned
Combat Gear potion of cure light wounds, potion of cure serious wounds, scroll of detect undead, endure elements, scroll of invisibility, scroll of mount, wand of alarm (50 charges), wand of cure light wounds (42 charges), wand of cure light wounds (5 charges), wand of detect secret doors (50 charges), wand of detect undead (50 charges), wand of endure elements (50 charges), wand of mage armor (27 charges), wand of silent image (50 charges), wand of unseen servant (50 charges), acid, alchemist's fire, antitoxin, holy water, oil, smokestick, tanglefoot bag, thunderstone; Other Gear dagger, cloak of resistance +2, handy haversack, wayfinder[ISWG], backpack, bedroll, bell, belt pouch, book 01, book 02, book from rivers to mountains (worth 50 gp, 1 lb), book history of isger (worth 50 gp, 1 lb), book the nine secrets (worth 50 gp, 1 lb), candle, canvas (sq. yd.), chalk, courtier's outfit, fishhook, flask, flint and steel, grappling hook, hooded lantern, ink, inkpen, lamp, masterwork bookbinding tools, mug/tankard, mwk manacles, noble's outfit, paper (3), peasant's outfit, piton (3), sack, scroll case, sealing wax, sewing needle, signal whistle, silk rope (50 ft.), soap, spell component pouch, spell component pouch, sunrod, tindertwig, torch (3), trail rations (3), vial, waterskin, whetstone (2), jeweled shoes from a foul breed (can be enchanted) (worth 100 gp, 2 lb), 337 pp, 5 gp, 6 sp, 9 cp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +3 (8/day) (Sp) As a standard action, touch grants ally +3 insight bonus to many checks for 1 round.
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.
Enlarge Spell Increase spell ranges. +1 Level.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 3 (Su) Can always act in surprise rounds.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast a spell as a swift action. +4 Levels.
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 (Enchantment) Spells from one school of magic have +1 to their save DC.
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book boon from The Festering Blot
From Rivers to Mountains > +2 circ bonus to knowledge geography and survival checks in Isger
History of Isger > +2 knowledge history or nobility about Isger
The Nine Secrets > +2 knowledge planes or religion about devils diabolism, and hell
Friends in Saingallow - Gallows of Madness
help actions
Witch's End Tarvern - Gallows of Madness
50% for lodgings
Chuckles:
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
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Defense
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AC 21, touch 14, flat-footed 19 (+4 armor, +2 Dex, +3 natural, +2 size)
hp 16 (1d8-1)
Fort +1, Ref +4, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 30 ft.
Melee bite +7 (1d3-4), 2 claws +7 (1d2-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Weapon Finesse
[b]Tricks Attack, Attack Any Target, Fetch, Perform, Seek, Track
Skills Acrobatics +6, Appraise +0, Climb +10, Linguistics +1, Perception +10, Spellcraft +5, Stealth +23, Swim +6, Use Magic Device +1; Racial Modifiers +4 Climb, +4 Stealth
Languages speak with master
SQ attack any target, empathic link, fetch, perform, seek, track
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fetch [Trick] The animal will get a specific object.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Track [Trick] The animal will track a scent.