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Semrek Maurin's page

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Full Name

Semrek Maurin

Race

Tiefling

Classes/Levels

Fire Elementalist Wizard / 1

About Semrek Maurin

Semrek Maurin, Fire Elementalist Wizard - Level 1
LN Medium Outsider - Native (Tiefling)
Favored Class: Wizard (1st Lvl Bonus = HPs)

HD: 1d6 +3 (Con) (10 HP)
Current HP: 10
Init: +8; Senses: Darkvision 60 ft.; Perception +1
Movement: 30'

STR: 11 (+0)
DEX: 18 (+4)
CON: 16 (+3)
INT: 18 (+4)
WIS: 12 (+1)
CHR: 8 (-1)

Armor Class: 14 = 10 (Base), + 4 (Dex)
Touch: 14 Flat Footed: 10 With Mage Armor: 18

SAVES:
Fortitude: 3 = +0 (Base), +3 (Con)
Reflex: 4 = +0 (Base), +4 (Dex)
Will: 3 = +2 (Base), +1 (Wis)
Resist: Cold 5, Electricity 5, Fire 5

COMBAT:
Base Attack Bonus: +0
CMB: +0 = 0 (BAB), +0 (Str)
CMD: +14 = 10 (Base), +0 (BAB), +0 (Str), +4 (Dex)

Light Crossbow: +4 Ranged (1d8 + 0, 19-20 x2, P)
Dagger: +0/ +4 Melee / Ranged (1d4 + 0, 19-20 x2, 1 lb P or S)

SKILLS:

Bluff: +6 = -1 (Chr), +1 (Rank), +3 (Class), +1 (Trait), +2 (???)
Knowledge Arcana: +8 = +4 (Int) +1 (Rank) +3 (Class)
Knowledge History: +9 = +4 (Int) +1 (Rank) +3 (Class), +1 (Trait)
Knowledge Local: +9 = +4 (Int) +1 (Rank) +3 (Class), +1 (Trait)
Knowledge Nobility: +8 = +4 (Int) +1 (Rank) +3 (Class)
Spellcraft: +8 = +4 (Int) +1 (Rank) +3 (Class)
Stealth: +6 = +4 (Dex) +1 (Rank), +1 (???)

Languages: Abyssal, Common, draconic, Elven, Infernal, Orc, Polyglot

Feats:

Scribe Scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Improved Initiative:
You get a +4 bonus on initiative checks.

Traits:

• Ancient Explorer:
You are a student of the ancient history of Golarion, and you've come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years.
You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.
Benefit You gain a +1 trait bonus on Knowledge (history) and Knowledge(local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

• Fast Talker:
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Spells Known: (CL 1, +0 melee touch, +4 ranged touch)
1 (2/day) Sleep (DC 15), Mage Armor (DC 15), Burning Hands (DC 15)
0 (at will) Detect Magic, Light, Prestidigitation (DC 14)

TRACKED RESOURCES
Bolts, Crossbow - 0/10
Bonded Object: Ring (1/day) (Sp) - 0/1
Dagger - 0/1
Darkness (1/day) (Sp) - 0/1
Fire Jet (1d6) (7/day) (DC 14) (Su) - 0/7

Encumbrance & Carrying Capacity
Carrying: ??? lbs. (??? lbs in backpack - ??? lbs w/o backpack)
Light: ??? lbs; Medium: ??? lbs; Heavy: ??? lbs

Equipment:

Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger; Other Gear Backpack (empty), Ink (1 oz. vial, black), Inkpen (5), Ring, Spell component pouch, Spellbook, wizard's (blank), Waterskin

Spells:

Mage Armor

1 Hour

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Special Abilities:

Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fire Jet (1d6) (7/day) (DC 14) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire

You must spend 2 slots to cast spells from the Water school.

HeroLab:

Semrek Maurin CR 1/2
Male Tiefling Wizard 1
LN Medium Outsider (Native)
Init +8; Senses Darkvision (60 feet); Perception +1
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 10 (1d6+3)
Fort +3, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Fire Jet (1d6) (7/day) (DC 14)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Sleep (DC 15), Mage Armor (DC 15), Burning Hands (DC 15)
0 (at will) Detect Magic, Light, Prestidigitation (DC 14)
--------------------
STATISTICS
--------------------
Str 11, Dex 18, Con 16, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies
Traits Ancient Explorer: Knowledge (Local), Fast-Talker
Skills Bluff +6, Knowledge (Arcana) +8, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nobility) +8, Spellcraft +8, Stealth +6
Languages Abyssal, Common, Draconic, Elven, Infernal, Orc, Polyglot
SQ Bonded Object: Ring (1/day) (Sp), Fire Supremacy (Fire damage 1), Water
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger; Other Gear Backpack (empty), Ink (1 oz. vial, black), Inkpen (5), Ring, Spell component pouch, Spellbook, wizard's (blank), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 0/10
Bonded Object: Ring (1/day) (Sp) - 0/1
Dagger - 0/1
Darkness (1/day) (Sp) - 0/1
Fire Jet (1d6) (7/day) (DC 14) (Su) - 0/7
--------------------
SPECIAL ABILITIES
--------------------
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fire Jet (1d6) (7/day) (DC 14) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire

You must spend 2 slots to cast spells from the Water school.

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