Smith
Tiefling diviner 1 (Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +7;
Senses darkvision 60 ft.; Perception -1
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Defense
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AC 16, touch 14, flat-footed 12 (+1 armor, +4 Dex, +1 natural)
hp 11 (1d6+5)
Fort +1,
Ref +4,
Will +1
Resist cold 5
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged light crossbow +4 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—
darkness
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +6)
. . 1st—mage armor, magic missile, sleep (DC 16), true strike
. . 0 (at will)—acid splash, detect magic, light
. .
Opposition Schools Illusion, Necromancy
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Statistics
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Str 10,
Dex 18,
Con 12,
Int 20,
Wis 8,
Cha 6
Base Atk +0;
CMB +0;
CMD 14
Feats Scribe Scroll, Toughness
Traits reactionary, spark of creation
Skills Appraise +9, Bluff +0, Craft (armor) +4, Craft (bows) +4, Craft (weapons) +8, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Spellcraft +9, Stealth +6, Use Magic Device -1;
Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Orc
SQ arcane bond (ring), forewarned
Other Gear haramaki[UC], crossbow bolts (20), light crossbow, quarterstaff,
- arcane bond ring -, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, spell component pouch, trail rations (5), waterskin, 139 gp, 11 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (8/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Forewarned 1 (Su) Can always act in surprise rounds.
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.
Spark of Creation Cost to create magic items is reduced by 5%.
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