Baron Galdur Vendikon

Twillight Walker's page

No posts. Organized Play character for Tiaburn.


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About Twillight Walker

Valentin "Jack of Crosses" Tref
Male human (Varisian) conjurer 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2 (+1 vs. enchantment effects)
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . dagger +1 (1d4+1/19-20) or
. . dagger +1 (1d4+1/19-20) or
. . quarterstaff +1 (1d6+1) or
. . sword cane -3 (1d6+1)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +5)
. . 1st—grease, sleep (DC 16), summon monster I
. . 0 (at will)—acid splash, daze (DC 15), detect magic
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Harrowed[ISWG], Harrowed Summoning, Spell Focus (enchantment)
Traits harrow chosen (varisian), pragmatic activator
Skills Appraise +8, Bluff +1, Knowledge (arcana) +8, Perform (juggling) +1, Profession (gambler) +4, Sleight of Hand +3, Spellcraft +8, Use Magic Device +5
Languages Celestial, Common, Draconic, Goblin, Halfling, Varisian
SQ arcane bond (jacob, parrot), summoner's charm (1 round)
Combat Gear potion of cure light wounds (2), potion of touch of the sea, scroll of charm person, scroll of sleep, scroll of summon minor monster (x2), scroll of summon monster i (x4), wand of infernal healing (50 charges), acid (3); Other Gear dagger, dagger, dagger, quarterstaff, sword cane, bandolier, bedroll, belt pouch, courtier's outfit, flint and steel, harrow deck, ink, black, inkpen, masterwork backpack, mess kit, pot, scroll case, signet ring, soap, spell component pouch, spellbook, torch, trail rations (3), travelling spellbook, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, ruby ring (worth 50 gp), 44 gp, 5 sp, 3 cp
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Special Abilities
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Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Harrow Chosen (Varisian, 2/week) +2 caster level for divination when using heirloom deck as focus.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Harrowed Summoning Draw two cards, summoned creature gains +4 enha. bon. to Abilities, +6 if same Abilities drawn.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Potion of touch of the sea Add this item to create a potion of a chosen spell.
Scroll of charm person Add this item to create a scroll with spells on it.
Scroll of sleep Add this item to create a scroll with spells on it.
Scroll of summon minor monster (x2) Add this item to create a scroll with spells on it.
Scroll of summon monster i (x4) 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.
Spell Focus (Enchantment) 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).
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.

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Jacob
Male parrot (Pathfinder RPG Advanced Player's Guide)
CG Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +4
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Appraise -1, Bluff -1, Fly +6, Perception +9, Sleight of Hand +3, Spellcraft -1, Use Magic Device -1
Languages Celestial
SQ improved evasion
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Special Abilities
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Flight (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 low light, distinguishing color and detail.