Nickold Starweather

Piotr Denisov's page

410 posts. Alias of John Petherick.


Classes/Levels

Wizard 7 (Conjurer) - HP 40/40, AC 15 / T: 12 / FF: 13; Fort +4, Ref +4, Will +7; CMB +2, CMD 14; Speed 30; Init +2; Perception +15

About Piotr Denisov

Piotr Denisov
Male human (Taldan) conjurer 7
LG Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +11
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 40 (7d6+10) (currently 21)
Fort +4, Ref +4, Will +7
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Offense
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Speed 30 ft.
Melee dagger -6 (1d4-1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—acid dart (1d6+3 acid)
Conjurer Spells Prepared (CL 7th; concentration +12)
. . 4th—black tentacles, summon monster IV, summon monster IV
. . 3rd—fireball (DC 18), fireball (DC 18), haste, summon monster III
. . 2nd—glitterdust (DC 18), see invisibility, see invisibility, see invisibility, see invisibility
. . 1st—feather fall, grease, mage armor, magic missile (3), shield
. . 0 (at will)—acid splash, detect magic, light, resistance
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 8, Dex 14, Con 12, Int 21, Wis 14, Cha 10
Base Atk +3; CMB +2; CMD 14
Feats Alertness, Augment Summoning, Combat Casting, Craft Wand, Craft Wondrous Item, Scribe Scroll, Skill Focus (Profession [merchant]), Spell Focus (conjuration)
Traits merchant, rostlander
Skills Appraise +14 (+15 when bargaining for the price of goods), Fly +6, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +15, Linguistics +14, Perception +11, Profession (merchant) +15, Ride +3, Sense Motive +4 (+5 when bargaining for the price of goods), Spellcraft +15
Languages Boggard, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Orc, Sylvan, Terran, Undercommon
SQ arcane bond (Corb, raven), hero points, summoner's charm (3 rounds)
Combat Gear necklace of fireballs iv, potion of protection from evil, scroll of arcane mark, scroll of crafter's fortune, scroll of daze, scroll of detect secret doors (CL 4th), scroll of enlarge person (CL 2nd), scroll of mage armor (CL 2nd), scroll of resistance, scroll of shield (CL 2nd), scroll of vanish, wand of burning hands, wand of magic missile; Other Gear crossbow bolts (20), dagger, light crossbow, bracers of armor +3, headband of vast intelligence +2, belt pouch, flint and steel, ink, inkpen, paper (10), scroll case, scroll making supplies (worth 75 gp, 0.1 lb), spell component pouch, light horse, backpack, bedroll, merchant's scale, riding saddle, saddlebags, trail rations, 114 gp, 7 sp, 9 cp
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Special Abilities
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Acid Dart (1d6+3 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
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.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
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.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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Corb CR –
Male raven (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +15
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 20 (1d8-1)
Fort +1, Ref +4, Will +7
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Appraise +2, Fly +10, Linguistics +5, Perception +15, Ride +3, Spellcraft +6
Languages Common; speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
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.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

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Horse, light CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Appraise -4 (-2 on items valued by weight when using scales), Perception +6
SQ docile, riding
Other Gear backpack, bedroll, merchant's scale, riding saddle, saddlebags, trail rations (7)
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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