Mage Sniper

Uelarik the Eldritch's page

412 posts. Alias of wehrpig.


Full Name

Uelarik the Eldritch

Race

Elf

Classes/Levels

Evoker 8 (Admixture), Archmage 2; Perception +10, Init+10, AC 19 (w/mage armor) HP 52/52, Fort +3, Ref +6, Will +5 Spells: 5/7 1st 6/6 2nd 5/6 3rd; 4/4 4th MS 4/5

Gender

M

Size

M

Age

124

Alignment

LG

Deity

Iomedae

Occupation

Demonologist

Strength 9
Dexterity 18
Constitution 12
Intelligence 21
Wisdom 10
Charisma 7

About Uelarik the Eldritch

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 8/Archmage 2 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +12; Senses low-light vision; Perception +10
Aura elemental manipulation (30 ft.)
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 61 (8d6+22)
Fort +3, Ref +6, Will +6; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4-1/19-20)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks eldritch breach[MA], intense spells (+4 damage), mythic power (7/day, surge +1d6)
Evoker Spells Prepared (CL 8th; concentration +17)
. . 4th—greater flaming sphere[ACG] (DC 25), summon monster IV, summon monster IV, summon monster IV
. . 3rd—fireball[M] (DC 24), fireball[M] (DC 24), haste, haste, summon monster III, summon monster III
. . 2nd—create pit[APG] (DC 19), flaming sphere (DC 23), flaming sphere (DC 23), flaming sphere (DC 23), glitterdust (DC 19), web (DC 19)
. . 1st—burning hands (DC 22), grease, mage armor, magic missile, protection from evil, silent image (DC 18), silent image (DC 18)
. . 0 (at will)—detect magic, ghost sound (DC 17), light, open/close (DC 17)
. . Opposition Schools Enchantment, Necromancy
. . M mythic spell
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 24, Wis 10, Cha 7
Base Atk +4; CMB +3; CMD 17
Feats Alertness, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Run, Scribe Scroll, Spell Focus[M], Spell Specialization[UM]
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +11, Diplomacy +0, Fly +15, Knowledge (arcana) +18, Knowledge (dungeoneering) +16, Knowledge (engineering) +11, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +11, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +18, Perception +10, Sense Motive +2, Spellcraft +18 (+20 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Sylvan, Terran
SQ amazing initiative, arcane bond (Demon Hunter [DB], greensting scorpion), arcane surge[MA], elven magic, mythic spellcasting[MA], versatile evocation
Combat Gear +1 crossbow bolts (50), scroll of , scroll of dimensional lock, resist energy, shocking grasp; Other Gear dagger, light crossbow, bracers of armor +1, backpack, trail rations (5), waterskin, wizard starting spellbook, 17 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

7th Level 2nd Level Mythic Stats:

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 7/Archmage 2 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +12; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 55 (7d6+20)
Fort +3, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks eldritch breach[MA], intense spells (+3 damage), mythic power (7/day, surge +1d6)
Evoker Spells Prepared (CL 7th; concentration +15)
. . 4th—greater flaming sphere[ACG] (DC 24), summon monster IV, summon monster IV
. . 3rd—fireball[M] (DC 23), fireball[M] (DC 23), haste, summon monster III
. . 2nd—create pit[APG] (DC 18), flaming sphere (DC 22), flaming sphere (DC 22), flaming sphere (DC 22), glitterdust (DC 18), web (DC 18)
. . 1st—burning hands (DC 21), grease, mage armor, magic missile, protection from evil, silent image (DC 17), silent image (DC 17)
. . 0 (at will)—detect magic, ghost sound (DC 16), light, open/close (DC 16)
. . Opposition Schools Enchantment, Necromancy
. . M mythic spell
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 23, Wis 10, Cha 7
Base Atk +3; CMB +2; CMD 16
Feats Alertness, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Run, Scribe Scroll, Spell Focus[M], Spell Specialization[UM]
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +10, Diplomacy +0, Fly +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +16, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +16, Perception +9, Sense Motive +2, Spellcraft +16 (+18 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc, Sylvan, Terran
SQ amazing initiative, arcane bond (Demon Hunter [DB], greensting scorpion), arcane surge[MA], elven magic, mythic spellcasting[MA], versatile evocation
Combat Gear +1 crossbow bolts (50), scroll of , scroll of dimensional lock, resist energy, shocking grasp; Other Gear dagger, light crossbow, bracers of armor +1, backpack, trail rations (5), waterskin, wizard starting spellbook, 17 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+3 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Level 7/1 Stats:

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 7/Archmage 1 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 52 (7d6+17)
Fort +3, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks eldritch breach[MA], intense spells (+3 damage), mythic power (5/day, surge +1d6)
Evoker Spells Prepared (CL 7th; concentration +14)
. . 4th—greater flaming sphere[ACG] (DC 23), summon monster IV, summon monster IV
. . 3rd—fireball (DC 22), fireball (DC 22), haste, summon monster III
. . 2nd—create pit[APG] (DC 17), flaming sphere (DC 21), flaming sphere (DC 21), flaming sphere (DC 21), web (DC 17)
. . 1st—burning hands (DC 20), grease, mage armor, magic missile, protection from evil, silent image (DC 16), silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light, open/close (DC 15)
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 21, Wis 10, Cha 7
Base Atk +3; CMB +2; CMD 16
Feats Alertness, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Run, Scribe Scroll, Spell Focus[M], Spell Specialization[UM]
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +9, Diplomacy +0, Fly +14, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +15, Perception +9, Sense Motive +2, Spellcraft +15 (+17 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc, Sylvan, Terran
SQ arcane bond (Demon Hunter [DB], greensting scorpion), arcane surge[MA], elven magic, versatile evocation
Combat Gear +1 crossbow bolts (50), scroll of , scroll of dimensional lock, resist energy, shocking grasp; Other Gear dagger, light crossbow, bracers of armor +1, backpack, trail rations (5), waterskin, wizard starting spellbook, 17 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+3 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

6th level stats:

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 6/Archmage 1 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 46 (6d6+15)
Fort +3, Ref +6, Will +5; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks eldritch breach[MA], intense spells (+3 damage), mythic power (5/day, surge +1d6)
Evoker Spells Prepared (CL 6th; concentration +13)
. . 3rd—fireball (DC 22), fireball (DC 22), haste, summon monster III
. . 2nd—create pit[APG] (DC 17), flaming sphere (DC 21), flaming sphere (DC 21), flaming sphere (DC 21), web (DC 17)
. . 1st—grease, mage armor, magic missile, protection from evil, silent image (DC 16), silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light, open/close (DC 15)
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 21, Wis 10, Cha 7
Base Atk +3; CMB +2; CMD 16
Feats Alertness, Empower Spell, Greater Spell Focus (evocation), Run, Scribe Scroll, Spell Focus[M], Spell Specialization[UM]
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +9, Diplomacy +0, Fly +12, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +13, Perception +8, Sense Motive +2, Spellcraft +14 (+16 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Infernal, Orc, Sylvan, Terran
SQ arcane bond (Demon Hunter [DB], greensting scorpion), arcane surge[MA], elven magic, versatile evocation
Combat Gear +1 crossbow bolts (50), scroll of , scroll of dimensional lock, resist energy, shocking grasp; Other Gear dagger, light crossbow, bracers of armor +1, backpack, trail rations (5), waterskin, wizard starting spellbook, 17 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+3 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

5th Level Stats:

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 5 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 32 (5d6+10)
Fort +2, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks intense spells (+2 damage)
Evoker Spells Prepared (CL 5th; concentration +11)
. . 3rd—fireball (DC 19), fireball (DC 19), haste
. . 2nd—flaming sphere (DC 18), flaming sphere (DC 18), scorching ray, scorching ray
. . 1st—magic missile, magic missile, magic missile, magic missile, magic missile
. . 0 (at will)—detect magic, ghost sound (DC 14), light, open/close (DC 14)
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 19, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Empower Spell, Greater Spell Focus (evocation), Run, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +8, Diplomacy +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +10, Linguistics +10, Perception +7, Sense Motive +2, Spellcraft +12 (+14 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnome, Infernal, Sylvan
SQ arcane bond (Demon Hunter [DB], greensting scorpion), elven magic, versatile evocation
Combat Gear +1 crossbow bolts (50), scroll of , scroll of dimensional lock, resist energy, shocking grasp; Other Gear dagger, light crossbow, bracers of armor +1, backpack, trail rations (5), waterskin, wizard starting spellbook, 17 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

4th Level Stats:

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 4 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 26 (4d6+8)
Fort +2, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks intense spells (+2 damage)
Evoker Spells Prepared (CL 4th; concentration +10)
. . 2nd—create pit[APG] (DC 16), flaming sphere (DC 18), flaming sphere (DC 18), flaming sphere (DC 18)
. . 1st—color spray (DC 15), grease, mage armor, magic missile, silent image (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), light, open/close (DC 14)
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 19, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Greater Spell Focus (evocation), Run, Scribe Scroll, Spell Focus (evocation)
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +8, Diplomacy +0, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +11, Knowledge (religion) +10, Linguistics +9, Perception +6, Sense Motive +2, Spellcraft +10 (+12 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ arcane bond (Demon Hunter [DB], greensting scorpion), elven magic, versatile evocation
Combat Gear +1 crossbow bolts (50), scroll of , scroll of dimensional lock, resist energy, shocking grasp; Other Gear dagger, light crossbow, bracers of armor +1, backpack, trail rations (5), waterskin, wizard starting spellbook, 17 gp, 5 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

3rd Level Stats:

Uelarik the Eldritch
Male elf evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 20 (3d6+6)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 3rd; concentration +9)
. . 2nd—create pit[APG] (DC 16), flaming sphere (DC 18), scorching ray
. . 1st—burning hands (DC 17), color spray (DC 15), magic missile, silent image (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), light, open/close (DC 14)
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 9, Dex 18, Con 12, Int 18, Wis 10, Cha 7
Base Atk +1; CMB +0; CMD 14
Feats Alertness, Greater Spell Focus (evocation), Run, Scribe Scroll, Spell Focus (evocation)
Traits magical lineage, riftwarden orphan
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +8, Diplomacy +0, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +5, Sense Motive +2, Spellcraft +10 (+12 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ arcane bond (Demon Hunter [DB], greensting scorpion), elven magic, versatile evocation
Other Gear dagger, light crossbow, backpack, trail rations (5), waterskin, wizard starting spellbook, 77 gp, 5 sp
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Special Abilities
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Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Familiar:

Demon Hunter (DB)
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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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 7 (19 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Climb +7, Linguistics -1, Perception +11, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Abyssal
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Level Progression:

T1. Magical Lineage (fireball)
T2. Rift Warden
1. Spell Focus (Evocation)
3. Spell Specialization (Burning Hands)
5. Greater Spell Focus
5a. Intensified Spell
7. Improved Familiary
9. Spell Penetration
10. Dazing Spell
11. Greater Spell Penetration
13. Quickened Spell
15. Spell Perfection
15a. Empower Spell
17. Maximize Spell
19. Improved Initiative

Mythic Build (Archmage)

Mythic Feats: Mythic Spell Lore x3, Extra Path Ability (Component Freedom), Extra Mythic Power.

Path Abilities: Wild Arcana, Perfect Preparation, Abundant Casting, Component Freedom, Arcane Metamastery x4, Channel Power, Mythic Spellpower x3.

Personality:

Uelarik aspires to be a legendary evoker. Uelarik's strong sense of self confidence sometimes comes off as brash, arrogant and boastful. Uelarik is fearless and never backs down from a fight. He is disciplined, methodical and relentless in achieving his goals. Uelarik can sometimes be a bit too pedantic and introspective. Occasionally he allows his desire for arcane knowledge to get the best of him. Above all, despite all of his flaws, Uelarik seeks to advance the common good of civilization through the destruction of evil. Uelarik's loyalty to his fellow adventurers is unwavering.
[/spoiler

[spoiler=Background]
Uelarik is a demon researcher for the Church of Iomedae. He has traveled to the World Wound apply his knowledge to assist in the crusade.

Appearance:

Uelarik has long black hair, black eyes and pale skin. He is tall with a lithe frame.

spellbook:

Millorn’s spellbook contains detect secret doors, fog cloud, grease, invisibility, resist energy, shocking grasp, and silent image. This book is worth 160 gp.

Loot:

scroll of shocking grasp
scroll of resist energy
anti-toxin

The spellbook is:
a damaged wizard’s spellbook. The few legible remaining pages contain the following spells: alarm, dismissal, dispel magic, magic circle against chaos, resist energy, and versatile weapon

also there is a scroll of dimensional lock

+1 cold iron dagger

Uelarik takes the rod of metal and mineral detection and the wand of nondetection (23 charges remaining).

Uelarik takes the books, the bag of holding and the scrolls of dimension door and move earth.

Script:

Uelarik detects magic on the room and then scans for any signs of danger.

[dice=Perception]1d20+3[/dice]

Uelarik casts flaming sphere on the bug's location and then changes the damage type to acid.

[dice=damage]3d6+3[/dice]; DC 21 Reflex negates

Uelarik directs the archon to continue the attack from a distance. He then fireballs the chimera again.

[dice=Archon attack] 1d20 + 3 [/dice]; ranged touch
[dice=damage] 1d6 [/dice]

[dice=Archon attack] 1d20 + 3 [/dice]; ranged touch
[dice=damage] 1d6 [/dice]

[dice=Fireball Damage] 7d6 + 3 + 2d6 [/dice]; DC 22 ref for half, spell specialization allows casting at a higher level.

[dice=Flaming Sphere] 3d6 + 3 [/dice]

The hound archon steps behind #3 in a flanking position with Kevin and and attacks.

[dice=Greatsword]1d20+9+2[/dice]
[dice=Damage]2d6+3[/dice]

[dice=Greatsword]1d20+3+2[/dice]
[dice=Damage]2d6+3[/dice]

[dice=Bite]1d20+3+2[/dice]
[dice=Damage]1d8+2 [/dice]

Uelarik continues with the greater flaming sphere.

[dice=damage] 6d6 + 4 [/dice]; DC 25 Reflex negates

[dice=Init]1d20+10[/dice]

Uelarik backs away and fires his crossbow at a statue.

[dice=Attack]1d20+8[/dice]
[dice=Damage]1d8[/dice]

Uelarik places the hound archon next to the demon to allow Kevin to step to a flanking position.

[dice=Greatsword]1d20+9[/dice]
[dice=Damage]2d6+3[/dice]

[dice=Greatsword]1d20+3[/dice]
[dice=Damage]2d6+3[/dice]

[dice=Bite]1d20+3[/dice]
[dice=Damage]1d8+2 [/dice]