Race |
Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8/ CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft |
About Philthy
Philthy
Male dwarf Unchained Barbarian 1/Unchained Rogue 2/transmuter 6 (Pathfinder RPG Adventurer's Guide 63, Pathfinder Unchained 8, 20)
NG Medium humanoid (dwarf)
Init 6; Senses darkvision 60 ft.; Perception +21 (+23 to notice unusual stonework)
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Defense
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AC 24, touch 14, flat-footed 21 (+6 armor, +1 deflection, +3 Dex, +1 natural, +3 shield; +2 deflection vs. evil)
hp 88 (9 HD; 6d6+2d8+1d12+42)
Fort 10, Ref 9, Will 8; +2 vs. poison, spells, and spell-like abilities; +2 resistance vs. evil
Defensive Abilities defensive training, evasion
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Offense
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Speed 30 ft.
Melee +2 silversheen dwarven waraxe +12 (1d10+6 S/×3) or
. . spiked gauntlet +9 (1d4+4 P)
Ranged mwk composite longbow +9 (1d8+4 P/×3)
Special Attacks rage (7 rounds/day), hatred, sneak attack (unchained) +1d6
Arcane School Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—telekinetic fist (1d4+3 bludgeoning)
Transmuter Spells Prepared (CL 6th; concentration +10)
. . 3rd—fireball (DC 17), fly, haste (2), magic circle against evil
. . 2nd—animal aspect[UC] (2), glitterdust (DC 16), levitate, resist energy, see invisibility
. . 1st—burning hands (2, DC 15), enlarge person (2, DC 16), grease (2)
. . 0 (at will)—detect magic, detect poison, message, prestidigitation
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Statistics
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Str 18, Dex 16, Con 16, Int 19, Wis 14, Cha 5
Base Atk +5; CMB 9; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Alertness, Arcane Armor Training, Arcane Strike, Breadth Of Experience[APG], Feral Speech[UM], Spell Focus (transmutation), Toughness, Weapon Finesse, Weapon Focus (dwarven waraxe)
Traits clever wordplay, reactionary
Skills Acrobatics +15, Appraise +9 (+11 to assess nonmagical metals or gemstones), Bluff +2, Climb +9, Craft (alchemy) +10, Craft (gemcutting) +12, Craft (jewelry) +12, Diplomacy +10, Disable Device +19, Disguise +1, Escape Artist +7, Handle Animal +1, Intimidate +1, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10 (+12 to identify undead and their special abilities), Linguistics +9, Perception +21 (+23 to notice unusual stonework), Profession (brewer) +10, Profession (miner) +10, Ride +7, Sense Motive +9, Sleight of Hand +7, Spellcraft +12, Stealth +12, Survival +7 (+9 to avoid becoming lost), Swim +8, Use Magic Device +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Elven, Polyglot, Skald, Thassilonian, Varisian
SQ arcane bond (Bully, mongoose), fast movement, physical enhancement (+2), rogue talent (trap spotter), trapfinding +1
Combat Gear 20 ci sil blanch durable arrow (50), potion of cure light wounds (5), scroll of air bubble, alarm, ant haul, endure elements, expeditious construction, expeditious excavation, feather step, feather step, invisibility alarm, keep watch, monkey fish, obscuring mist, scroll of comprehend languages, detect charm, detect undead, floating disk, hide weapon, hold portal, identify, jump, keep watch, monkey fish, obscuring mist, reduce person, touch of the sea, wand of bless (50 charges), wand of create water (50 charges), wand of endure elements (50 charges), wand of infernal healing (43 charges), wand of protection from evil (50 charges), wand of veil of positive energy (45 charges), acid, alchemical grease[APG], alchemist's fire, alkali flask[APG], antiplague[APG] (6), antitoxin (6), holy water, tanglefoot bag; Other Gear +2 mithral chain shirt, +2 mithral buckler, +2 silversheen dwarven waraxe, mwk composite longbow (+4 Str), spiked gauntlet, amulet of natural armor +1, belt of physical might +2 (Dex, Con), boots of elvenkind, cloak of elvenkind, cracked amethyst pyramid ioun stone, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked gold nodule ioun stone, cracked incandescent blue sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked mossy disk ioun stone, cracked mulberry pentacle ioun stone, cracked pale blue rhomboid ioun stone, cracked pearly white spindle ioun stone, cracked pink and green sphere ioun stone, cracked scarlet and blue sphere ioun stone, eyes of the eagle, handy haversack, headband of mental prowess +2 (Int, Wis), ring of protection +1, ring of resistance +1, traveler's any-tool[UE], wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, grappling hook, ink, inkpen, masterwork gemcutting tools, masterwork jewelrycrafting tools, masterwork thieves' tools, mess kit[UE], miner's pick, pot, silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (19), traveling spellbook[APG], traveling spellbook[APG], waterskin (9), wizard starting spellbook, wizard starting spellbook, Bully
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Greed (Transmutation)
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rage (Unchained, 7 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinetic Fist (1d4+3 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Bully CR –
Male mongoose (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init 2; Senses low-light vision, scent; Perception +13
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 44 (1d8)
Fort 4, Ref 7, Will 6; +4 vs. poison from snakes
Defensive Abilities improved evasion
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +9 (1d3-4 B & P & S)
Space 2 ft.; Reach 0 ft.
Special Attacks attach, deliver touch spells
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Statistics
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Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +5; CMB 5; CMD 11 (15 vs. trip)
Feats Weapon Finesse
[b]Skills Acrobatics +17 (+13 to jump), Appraise +0, Bluff -2, Climb +14, Diplomacy -1, Disable Device +9, Disguise -2, Escape Artist +3, Handle Animal -2, Intimidate -2, Linguistics +0, Perception +13, Ride +3, Sense Motive +2, Sleight of Hand +3, Spellcraft +3, Stealth +18, Survival +2, Swim +6, Use Magic Device +6; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages speak with master
SQ empathic link
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
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.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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.