About The Gretch
The Gretch
No Gender; Wizard 2
CE Small Outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +12
Exp 1300
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Defense
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AC 18, touch 16, flat-footed 13 (+1 armor, +3 Dex, +1 size, +1 natural, +2 dodge)
hp 18 (2d6+8)
Fort +3, Ref +3, Will +4
Weakness light sensitivity
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Offense
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Speed 40 ft., shift (5') (8/day)
Melee Dagger +2 (1d3/19-20/x2)
Ranged +1 Light crossbow +6 (1d6+1/19-20/x2)
Wizard Spells Prepared (CL 2):
1 (4+1/day) Burning Hands, Grease, Infernal Healing(2), Mage Armor
0 (at will) Ray of Frost, Mage Hand, Light, Detect Magic
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Statistics
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Str 10, Dex 16, Con 16, Int 20, Wis 12, Cha 8
Base Atk +1; CMB +0; CMD 15
Feats Scribe Scroll, Spell Focus (Conjuration)
Traits Diabolical Dabbler, Reactionary
Skills Acrobatics +4 (+8 jump), Fly +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +12, Intuition +3, Spellcraft +10, Stealth +12
Languages Abyssal, Aquan, Auran, Celestrial, Common, Common, Ignan, Infernal, Terran
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), empathic link with familiar, opposition schools (enchantment, illusion), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Combat Gear Scroll of Mage Armor(2); Other Gear Silken ceremonial armor, Crossbow bolts (20), Dagger, +1 Light crossbow, Backpack, masterwork (24 @ 7 lbs), Chalk (5), Familiar satchel, Parchment (10), Scroll box (2 @ 0 lbs), Spell component pouch, Spellbook, Trail rations (12), Waterskin
86 GP, 9 SP, 8 CP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Scroll of Mage Armor, Mage Armor
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (8/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
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SPELLBOOK
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Level 0 acid splash, arcane mark, prestigitation, bleed, dancing lights, daze, detect magic, detect poison, flare, ghost sound, mage hand, mending, message, open/close, ray of frost, read magic, resistance, touch of fatigue,
Level 1 burning hands, enlarge person, gravity bow, grease, infernal healing, magic missile, mage armor, shield, summon monster I, vanish
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The miserable creature known only as The Gretch is all that remains of the experiments of the archmage Dre'tch Sh'tkul.
An amalgamation of discarded magical experiments and the archmages own familar, The Gretch hides its mishapen and constantly mutating form within layers of rotting and fetid robes.
All that The Gretch has managed to retain of its former master are the tattered remants of an ancient spellbook, rumored to be the master's book as an apprentice. A book The Gretch holds dearer than his own life.
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Arcane Familiar
Scorpion, Greensting
CE Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 20, touch 16, flat-footed 16 (+3 Dex, +2 size, +4 natural, +1 dodge)
hp 9 (1d8)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 8 (16 vs. Trip)
Feats Dodge, Weapon Finesse
Skills Climb +7, Fly +7, Linguistics -1, Perception +5, Spellcraft -1, Stealth +16; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
SQ improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.