Lord Raheem Pandisar

Parumartish's page

168 posts. Organized Play character for cuatroespada.


Full Name

Parumartish Ini-herit

Race

Human (Keleshite)

Classes/Levels

Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

Gender

Male

Size

M

Age

19

Alignment

LN

Languages

Abyssal, Celestial, Common, Draconic, Infernal, Kelish, Sylvan

Strength 7
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 11
Charisma 7

About Parumartish

PARUMARTISH INI-HERIT (PFS# 116049-2)
Human (Keleshite) Wizard 2
LN Medium human
Init +11; Senses Perception +6 (+2 with familiar in arm's reach)

DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (2d6+6)
Fort +2, Ref +2, Will +3

Spell-like Abilities
3/day—resistance

OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-2/19-20)
Ranged dagger +3 (1d4-2/19-20)
Space 5 ft.; Reach 5 ft.

Wizard Spells Prepared (CL 1st; concentration +6)
¤ Cantrips (at will)acid splash, detect magic, light, prestidigitation
¤ 1stcolor spray (DC 16), comprehend languages, enlarge person, grease (DC 16), silent image (DC 16)

Specialty School Divination (Foresight); Opposition Schools Enchantment, Necromancy

STATISTICS
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Str 7, Dex 14, Con 14, Int 20, Wis 11, Cha 7
Base Atk +1; CMB -1; CMD 11
Traits Gifted Adept, Tomb Raider
Feats Improved Initiative, Spell Focus (abjuration), Varisian Tattoo
Skills Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +6 (+2 with familiar in arm's reach), Spellcraft +10
Languages Abyssal, Celestial, Common, Draconic, Infernal, Kelish, Sylvan
SQ arcane bond (familiar, greensting scorpion named Akila), gifted adept (+1 CL when casting dispel magic), heart of the sun (trade human bonus skill for +2 racial bonus on Fort saves vs. hot climate, and vs. poison and distraction ability of swarms and vermin), tomb raider (+1 trait bonus on Perception and Knowledge (dungeoneering) checks; Perception becomes a class skill)
Combat Gear acid (1 flask); Other Gear compact spellbook (5), dagger, hot weather outfit, spell component pouch, waterproof bag, waterskin [17.5 lbs.]
Wealth 1282 gp 5 sp

Spellbook:
Cantrips pages 1-181st Level Spells pages 19-28

SPECIAL ABILITIES
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Forewarned (Su): Parumartish can always act in the surprise round even if he fails to make a Perception roll to notice a foe, but he is still considered flat-footed until he takes an action. In addition, he receives a bonus on initiative checks equal to 1/2 his wizard level (minimum +1). At 20th level, anytime he rolls initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of his turn, Parumartish may, as a free action, roll a single d20. At any point before his next turn, he may use the result of this roll as the result of any d20 roll he is required to make. If he does not use the d20 result before his next turn, it is lost. Parumartish can use this ability a number of times per day equal to 3 + his Intelligence modifier.

AKILA:
N Tiny magical beast
Init +3; Senses darkvision 60 ft, low-light vision; Perception +8

DEFENSE
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 8
Fort +2, Ref +5, Will +2

OFFENSE
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Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Spell Sponge
Skills Climb +7, Knowledge (arcana) -1, Knowledge (history) -1, Knowledge (nature) -1, Knowledge (planes) -1, Knowledge (religion) -1, Perception +8, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ Alertness (grants master Alertness feat when within arm's reach), improved evasion, share spells, empathic link

SPECIAL ABILITIES
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Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.


PFS Bookkeeping:

Faction Osirion
Experience 4
Fame 6; Prestige 6
Past Scenarios
  • The Confirmation
  • Mists of Mwangi
  • The Prince of Augustana
  • Decline of Glory