Full Name
Scarvane
Race
Tiefling (3.0A)
Classes/Levels
Witch 3 | HP 14/14 | Resist cold, fire, elec 5 | AC 12, T 12, FF 10 | F +2, R +4, W +3 | CMB +1; CMD 13 | Init +4; Wands: CLW 45/50; Mage Armor 47/50; MM 50/50
Gender
Male
Size
Medium
Alignment
CN
Deity
Asmodeus
Languages
Common, elven, goblin, infernal, osiriani, tien
Strength
10
Dexterity
14
Constitution
10
Intelligence
18
Wisdom
8
Charisma
14
About Scarvane
Scarvane
Male tiefling witch 3 ( Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Advanced Race Guide
168)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (3d6)
Fort +2, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee cold iron sickle +1 (1d6) or
sickle +1 (1d6) or
unarmed strike +1 (1d3 nonlethal)
Ranged sling +3 (1d4)
Special Attacks hexes (cackle, misfortune, slumber)
Spell-Like Abilities (CL 3rd; concentration +5)
1/day—darkness
Witch Spells Prepared (CL 3rd; concentration +7)
2nd—hold person (DC 16), levitate
1st—cause fear (DC 15), ear-piercing scream UM (DC 15), ear-piercing scream UM (DC 15)
0 (at will)— daze (DC 14), detect magic , guidance, light
Patron Insanity
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Statistics
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Str 10, Dex 14, Con 10, Int 18, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Extra Hex APG, Improved Familiar
Traits Magical Talent (Light), reactionary
Skills Bluff +4, Craft (tattoo) +10, Diplomacy +3, Fly +6, Heal +3, Intimidate +6, Knowledge (arcana) +8,
Knowledge (history) +8, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics
+5, Perception +3, Sense Motive +1, Spellcraft +8, Stealth +4, Swim +1, Use Magic Device +8; Racial
Modifiers +2 Bluff, +2 Stealth
Languages Common, Elven, Goblin, Infernal, Osiriani, Osiriani, Ancient, Tien
SQ witch's familiar (demon, quasit named Arelicor)
Combat Gear scroll of charm person, comprehend languages, comprehend languages, comprehend
languages, detect secret doors , wand of cure light wounds , wand of mage armor (50 charges) , wand of
magic missile (50 charges) , acid, alchemist's fire; Other Gear cold iron sickle, sickle, sling, sling bullets
(20), cloak of resistance +1 , masterwork artisan's tools, sunrod (2), witch's kit, 124 gp, 8 sp
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Tracked Resources
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Acid - 0/1
Alchemist's fire - 0/1
Darkness (1/day) - 0/1
Magical Talent (Light, 1/day) (Sp) - 0/1
Sling bullets - 0/20
Sunrod - 0/2
Wand of cure light wounds - 0/50
Wand of mage armor (50 charges) - 0/50
Wand of magic missile (50 charges) - 0/50
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
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.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Magical Talent (Light, 1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scroll of charm person, comprehend languages, comprehend languages, comprehend languages,
detect sec Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally
(Will neg).
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (50 charges) Add this item to create a wand of a chosen spell.
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Skills
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Acrobatics +2
Appraise +4
Bluff +4
Climb +1
Diplomacy +3
Disguise +2
Escape Artist +2
Fly +2
Heal -1
Intimidate +2
Knowledge (Arcana) +8
Knowledge (Local) +5
Perception -1 (+1 w/ familiar)
Ride +2
Sense Motive -1 (+1 w/ familiar)
Spellcraft +8
Stealth +4
Survival -1
Swim +1
Use Magic Device +6
Roc: Quasit
Arelicor
Male quasit demon ( Pathfinder RPG Bestiary 66)
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 7 (3d10-3); fast healing 2
Fort +0, Ref +5, Will +2
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee unarmed strike +7 (1 nonlethal) or
bite +7 (1d4), 2 claws +7 (1d3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +5)
At will—detect good, detect magic, invisibility
1/day—cause fear 30 ft radius
1/week—commune
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Statistics
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Str 11, Dex 14, Con 8, Int 16, Wis 9, Cha 9
Base Atk +3; CMB +3; CMD 13
Feats Improved Initiative, Weapon Finesse B
Skills Acrobatics +3 (-1 to jump), Bluff +5, Diplomacy +0, Fly +20, Heal +0, Intimidate +5, Knowledge
(planes) +9, Linguistics +6, Perception +5, Sense Motive +3, Spellcraft +6, Stealth +16, Survival +0, Swim
+1, Use Magic Device +2
Languages Abyssal, Common, Goblin, Thassilonian, Varisian
SQ alternate form (su), improved evasion
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Tracked Resources
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Cause Fear 30 ft radius (1/day) (Sp) - 0/1
Commune (1/week) (Sp) - 0/1
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Special Abilities
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Alternate Form (Su) You can assume the form of a bat, monstrous centipede, toad or wolf.
Cause Fear 30 ft radius (1/day) (Sp) Cause Fear (DC 11) 1/day, 30 ft radius
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/cold iron or good) You have Damage Reduction
against all except Good or Cold
Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Claw—Injury (DC 10) (Ex) Poison—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect 1d2 Dex;
cure 2 cons saves.