Numerian Gunslinger

Urgeon Porpentine's page

589 posts. Alias of wehrpig.


Full Name

Urjax Porpentine

Race

Human (Kellid)

Classes/Levels

Diviner 6 Technomancer 1, HP 30/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7

Spells:
6/6 1st 3/5 2nd 1/4 3rd Wands: MM 8/44 SR 6/16 REx 18/18 REn 34/34 RoR 17/17

Gender

M

Size

M

Age

27

Alignment

NG

Deity

Gorum

Location

Numeria

Languages

Kellish, Elvish, Dwarvish, Hallit, Orc, Androffan, Celestial, Terran

Occupation

Machinist

Strength 10
Dexterity 14
Constitution 14
Intelligence 21
Wisdom 10
Charisma 10

About Urgeon Porpentine

Urgeon Porpentine
Male human (Kellid) technomancer 1/diviner (foresight[APG]) 6 (Pathfinder Campaign Setting: Technology Guide 14, Pathfinder RPG Advanced Player's Guide 145)
CN Medium humanoid (human)
Init +12; Senses Perception +12
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 54 (7d6+20)
Fort +5, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4/19-20) or
. . quarterstaff +3 (1d6)
Ranged light crossbow +6 (1d8/19-20) or
. . mwk light crossbow +7 (1d8/19-20)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—haste, haste, seek thoughts[APG] (DC 18), summon monster III
. . 2nd—create pit[APG] (DC 18), create pit[APG] (DC 18), detect thoughts (DC 17), summon monster II, summon monster II
. . 1st—color spray (DC 16), enlarge person (DC 16), grease, heightened awareness[ACG], mage armor, silent image (DC 16)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Alertness, Augment Summoning, Craft Wand, Craft Wondrous Item, Scribe Scroll, Skill Focus (Knowledge [engineering]), Spell Focus (conjuration), Superior Summoning[UM], Technologist
Traits local ties, magical lineage, reactionary
Skills Acrobatics +0 (-4 to jump), Appraise +9, Craft (mechanical) +9 (+10 regarding technology), Diplomacy +2, Disable Device +13 (+14 regarding technology), Fly +6, Intimidate +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +18 (+19 regarding technology), Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10 (+11 regarding technology), Perception +12, Sense Motive +9, Spellcraft +15
Languages Androffan, Celestial, Common, Dwarven, Elven, Hallit, Kelish, Orc, Terran
SQ arcane bond (Cero, greensting scorpion), forewarned, prescience (8/day), recondition, technical expertise
Combat Gear pearl of power (1st level), ring of the ram, scroll of unseen servant, wand of grease (38 charges), wand of invisibility (50 charges), wand of magic missile (CL 3rd, 22 charges), wand of protection from evil (50 charges), wand of ray of enfeeblement (34 charges), wand of ray of exhaustion (18 charges), wand of scorching ray (50 charges), alchemist's fire (2), antitoxin; Other Gear crossbow bolts (90), dagger, light crossbow, mwk light crossbow, quarterstaff, belt of incredible dexterity +2, cloak of resistance +1, headband of vast intelligence +2, backpack, manacles, mechanic tools, silk rope (50 ft.), spellbook, thieves' tools, trail rations (5), waterskin, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Foresight Associated School: Divination
Forewarned 3 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Recondition (1 item) (Su) Recondition a timeworn technological item to good working order.
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 (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Technical Expertise (Ex) A technomancer adds his class level to Craft, Disable Device, Knowledge (engineering), and Linguistics checks regarding technology.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

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 6 Stats:

Urgeon Porpentine
Male human (Kellid) diviner (foresight[APG]) 6 (Pathfinder RPG Advanced Player's Guide 145)
CN Medium humanoid (human)
Init +11; Senses Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 47 (6d6+18)
Fort +5, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4/19-20) or
. . quarterstaff +3 (1d6)
Ranged light crossbow +5 (1d8/19-20) or
. . mwk light crossbow +6 (1d8/19-20)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—haste, haste, seek thoughts[APG] (DC 18), summon monster III
. . 2nd—create pit[APG] (DC 18), create pit[APG] (DC 18), detect thoughts (DC 17), summon monster II, summon monster II
. . 1st—color spray (DC 16), enlarge person (DC 16), grease, heightened awareness[ACG], mage armor, silent image (DC 16)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Augment Summoning, Craft Wand, Craft Wondrous Item, Scribe Scroll, Skill Focus (Knowledge [engineering]), Spell Focus (conjuration), Technologist
Traits local ties, magical lineage, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +9, Craft (mechanical) +10, Diplomacy +2, Disable Device +11, Fly +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +17, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +8, Sense Motive +8, Spellcraft +14
Languages Androffan, Celestial, Common, Dwarven, Elven, Hallit, Kelish, Orc, Terran
SQ arcane bond (Cero, greensting scorpion), forewarned, prescience (8/day)
Combat Gear pearl of power (1st level), potion of cure moderate wounds, potion of cure moderate wounds, scroll of unseen servant, wand of grease (38 charges), wand of magic missile (CL 3rd, 37 charges), alchemist's fire (2), antitoxin; Other Gear crossbow bolts (90), dagger, light crossbow, mwk light crossbow, quarterstaff, cloak of resistance +1, headband of vast intelligence +2, backpack, manacles, mechanic tools, silk rope (50 ft.), spellbook, thieves' tools, trail rations (5), waterskin, 429 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Foresight Associated School: Divination
Forewarned 3 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
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 (Conjuration) Spells from one school of magic have +1 to their save DC.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

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:

Urgeon Porpentine
Male human (Kellid) diviner (foresight[APG]) 5 (Pathfinder RPG Advanced Player's Guide 145)
CN Medium humanoid (human)
Init +10; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 39 (5d6+15)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
. . quarterstaff +2 (1d6)
Ranged light crossbow +4 (1d8/19-20) or
. . mwk light crossbow -5 (1d8/19-20)
Diviner Spells Prepared (CL 5th; concentration +10)
. . 3rd—haste, haste, seek thoughts[APG] (DC 18)
. . 2nd—create pit[APG] (DC 18), detect thoughts (DC 17), summon monster II, summon monster II
. . 1st—color spray (DC 16), color spray (DC 16), grease, heightened awareness[ACG], mage armor, silent image (DC 16)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Alertness, Augment Summoning, Craft Wand, Craft Wondrous Item, Scribe Scroll, Skill Focus (Knowledge [engineering]), Spell Focus (conjuration), Technologist
Traits local ties, magical lineage, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +9, Craft (mechanical) +10, Diplomacy +2, Disable Device +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +16, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +7, Sense Motive +7, Spellcraft +13
Languages Androffan, Celestial, Common, Dwarven, Elven, Hallit, Kelish, Orc, Terran
SQ arcane bond (Cero, greensting scorpion), forewarned, prescience (8/day)
Combat Gear pearl of power (1st level), potion of cure light wounds, cure light wounds, potion of cure moderate wounds, potion of cure moderate wounds, scroll of unseen servant, wand of grease (38 charges), wand of magic missile (CL 3rd, 37 charges), alchemist's fire (2), antitoxin; Other Gear crossbow bolts (90), dagger, light crossbow, mwk light crossbow, quarterstaff, cloak of resistance +1, headband of vast intelligence +2, backpack, manacles, masterwork mechanic tools, silk rope (50 ft.), spellbook, thieves' tools, trail rations (5), waterskin, 429 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
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 (Conjuration) Spells from one school of magic have +1 to their save DC.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

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:

Urgeon Porpentine
Male human (Kellid) wizard 4
CN Medium humanoid (human)
Init +10; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 30 (4d6+12)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
. . quarterstaff +2 (1d6)
Ranged light crossbow +4 (1d8/19-20) or
. . mwk light crossbow +5 (1d8/19-20)
Wizard Spells Prepared (CL 4th; concentration +9)
. . 2nd—detect thoughts (DC 17), summon monster II, summon monster II, summon monster II
. . 1st—color spray (DC 16), color spray (DC 16), color spray (DC 16), heightened awareness[ACG], mage armor, silent image (DC 16)
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Alertness, Augment Summoning, Craft Wondrous Item, Scribe Scroll, Spell Focus (conjuration), Technologist
Traits local ties, magical lineage, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +9, Craft (mechanical) +10, Diplomacy +1, Disable Device +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +12, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +9, Linguistics +9, Perception +6, Sense Motive +6, Spellcraft +12
Languages Androffan, Common, Dwarven, Elven, Hallit, Kelish, Orc
SQ arcane bond (cero, scorpion, greensting), forewarned, prescience
Combat Gear pearl of power (1st level), potion of cure light wounds, cure light wounds, scroll of unseen servant, wand of grease (40 charges), wand of magic missile, alchemist's fire (2), antitoxin; Other Gear crossbow bolts (90), dagger, light crossbow, mwk light crossbow, quarterstaff, cloak of resistance +1, headband of vast intelligence +2, artisan's tools, backpack, manacles, silk rope (50 ft.), spellbook, thieves' tools, trail rations (5), waterskin, 619 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

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 3 Stats[/spoiler:

Urgeon Porpentine
Male human (Kellid) wizard 3
CN Medium humanoid (human)
Init +9; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 24 (3d6+9)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20) or
. . quarterstaff +1 (1d6)
Ranged light crossbow +3 (1d8/19-20) or
. . mwk light crossbow +2 (1d8/19-20)
Wizard Spells Prepared (CL 3rd; concentration +7)
. . 2nd—detect thoughts (DC 16), summon monster II, summon monster II
. . 1st—color spray (DC 15), color spray (DC 15), heightened awareness[ACG], mage armor
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Augment Summoning, Scribe Scroll, Spell Focus (conjuration), Technologist
Traits local ties, magical lineage, reactionary
Skills Acrobatics -4 (-8 to jump), Craft (mechanical) +9, Diplomacy +1, Disable Device +5, Knowledge (arcana) +9, Knowledge (engineering) +10, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Sense Motive +2, Spellcraft +10
Languages Androffan, Common, Dwarven, Elven, Hallit, Kelish, Orc
SQ arcane bond (cero, scorpion, greensting), forewarned, prescience
Combat Gear potion of cure light wounds, cure light wounds, potion of cure moderate wounds, wand of grease (48 charges), alchemist's fire (2), antitoxin; Other Gear crossbow bolts (90), dagger, light crossbow, mwk light crossbow, quarterstaff, cloak of resistance +1, artisan's tools, backpack, manacles, silk rope (50 ft.), spellbook, thieves' tools, trail rations (5), waterskin, 1,846 gp, 5 sp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
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.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

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.

2nd Level Stats:

Urgeon Porpentine
Male human (Kellid) wizard 2
CN Medium humanoid (human)
Init +9; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (2d6+6)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20) or
. . quarterstaff +1 (1d6)
Ranged light crossbow +3 (1d8/19-20) or
. . mwk light crossbow +2 (1d8/19-20)
Wizard Spells Prepared (CL 2nd; concentration +6)
. . 1st—color spray (DC 15), summon monster I, heightened awareness[ACG], mage armor
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Augment Summoning, Scribe Scroll, Spell Focus (conjuration)
Traits local ties, magical lineage, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (mechanical) +9, Disable Device +5, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (local) +8, Linguistics +8, Perception +4, Sense Motive +2, Spellcraft +9
Languages Androffan, Common, Dwarven, Elven, Hallit, Kelish, Orc
SQ arcane bond (cero, scorpion, greensting), forewarned, prescience
Combat Gear potion of cure moderate wounds, wand of grease (50 charges); Other Gear crossbow bolts (60), dagger, light crossbow, mwk light crossbow, quarterstaff, artisan's tools, backpack, spellbook, thieves' tools, trail rations (5), waterskin, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
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.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Local Ties (Disable Device) You are considered to have the technologist feat for Disable Device
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

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.

1st Level Stat Block:

Urgeon Porpentine
Male human (Kellid) wizard 1
CN Medium humanoid (human)
Init +9; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Ranged light crossbow +0 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), grease, heightened awareness[ACG]
. . 0 (at will)—detect magic, light, light
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Augment Summoning, Scribe Scroll, Spell Focus (conjuration)
Traits local ties, magical lineage, reactionary
Skills Acrobatics -1 (-5 to jump), Craft (mechanical) +6, Disable Device +2, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (local) +8, Linguistics +8, Perception +2, Sense Motive +2, Spellcraft +8
Languages Androffan, Common, Dwarven, Elven, Hallit, Kelish, Orc
SQ arcane bond (cero, scorpion, greensting), forewarned, prescience
Other Gear crossbow bolts (20), dagger, light crossbow, quarterstaff, backpack, hammer, hemp rope (50 ft.), piton (5), spellbook, thieves' tools, trail rations (5), waterskin, 13 gp, 5 sp
Potion of CMW
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
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.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Local Ties (Disable Device) You are considered to have the technologist feat for Disable Device
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

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:

Cero
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
CG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 16 (1d8+3)
Fort +2, Ref +4, Will +4
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Toughness, Weapon Finesse
[b]Skills
Appraise +0, Climb +11, Diplomacy -2, Disable Device +6, Linguistics +1, Perception +12, Sense Motive +5, Spellcraft +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
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.


Background:

- Member of prominent barbarian tribe that has been suppressed by the Technic League
- Possesses a burning hatred for the Technic League for the humiliation and enslavement of his people
- Son of the tribal oracle and sorceress
- Immersed at an early age in the teachings of Gorum
- Failed parents by lacking neither martial or bloodline magical abilities
- Attended boarding school in Torch under the tutelage of Khonnir Baine
- Under Baine, would discover a mechanical aptitude and a love for technology
- Also under Baine, learned Androffan and became well versed in the legends of Star Fall
- After completing his arcane studies, became an apprentice to a respected machinist
- Earns a living crafting machinery parts for the local mill, weapon smith and observatory

Personality:

- Thoughtful, quite, vengeful, disciplined, stoic, loyal
- Driven by his hatred of the Technic League
- Disciple of Gorum
- Believes in achieving glory through battle
- Equally fascinated by magic and technology
- Loves technological weapons
- Desires violent revolution of the Technic League and reinstatement of barbarian rule over Numeria
- Seeks mastery of technology to empower this people

Appearance:

- Dark complected and swarthy
- Long, straight black hair and green eyes
- Elaborate tattoos of a red dragon with a fire background on his right arm and a blue dragon with lightning background on his left arm
- Penchant for gold jewelry

Level Progression:

H. Spell focus (conjuration)
1. Augmented summoning
3. Craft Wondrous Item (CWI)
Technologist
5. Skill focus (engineering)
5. Craft Wand
7. Improved Familiar (faerie dragon)
9. Craft Technological Item
11. Dazing Spell
13. Craft Tech Arms and Armor
15. Craft Robot
17. Robot's Bane

Spellbook:

1st
Color Spray
Enlarge Person
Grease
Heightened Awareness
Identify
Mage Armor
Protection from Evil
Silent Image
Summon Monster I
technomancy
unseen servant
detect radiation
magic weapon

2nd
Detect Thoughts
Summon Monster II
Invisibility
Create Pit

3rd
Haste
Seek Thoughts
Fly
Summon Monster III
Fireball
Dispel Magic

Fabrication Priority:

1. Pearl of Power I (1000)
2. Handy Haversack (2000)
3. Pearl of Power II (2000)
4. Headband of Vast Int (4000)
5. Slippers of Spider Climbing (4800)
6. Bag of Holding II (5000)
7. Iioun stone (scarlet and blue) (8000)
8. Belt of Incredible Dex (4000)
9. Pearl of Power III (9000)
10. Headbad of vast intelligence +4 (16000)

script:

Urgeon fires his wand of scorching ray at the troll.

[dice=Attack] 1d20 + 5 [/dice]; ranged touch
[dice=Damage] 4d6 [/dice]

The elemental attacks from below.

[dice=Attack]1d20+6+2[/dice]
[dice=Damage]1d6+4+2[/dice]

The elemental will again attack the same smiler.

[dice=Ref] 1d20 - 1 [/dice]
[dice=Attack] 1d20 + 6 + 2 [/dice]
[dice=damage] 1d6 + 4 + 2 [/dice]

Urgeon will magic missile the same smiler if he still stands - if not he will strike the one next to him.

[dice=MM] 2d4 + 2 [/dice]

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

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

Technology:

black card
black e-pick (1 charge used)
gripper tool
batteries
flashlight
Cure all
Ion tape
Zip Stick
1 Dose Torpinal (Truth Serum)
1 Does Universal Serum
2 Dose Vitality
5 Batteries
Sun rod x2
Jeweled Pin Technic League
6 Sun Rods
120 Goo's
timeworn radiation detector
med lance
timeworn brown nanite hypogun
2 doses of grade I hemochem
3 scrolls (technomancy, unseen servant, detect radiation)
2 vial acid
Vial of anti toxin
Everburn torch
MW BP
brown access card
white access card
Veemod goggles with black veemod
2 rolls of ion tape
zip stick
timeworn proximity helmet
med lance
timeworn neural inhibitor (6 charges)
timeworn chemalyzer
timeworn panic suit
timeworn emergency beacon
batteries
26 Doses of Sooth
4 gray access cards
timeworn mindburner (7 charges)
Envoy's mouthpiece
skillslot
Inhibitor Facet
timeworn grenade launcher (14 charges)
concussion grenades
green access card
a power cable
Laser Torch
2x Veemod Goggle Brown Veemod
Pair of timeworn magboots with Charges: 1
Ego Facet
Aggression Facet

[dice=Fort]1d20+5[/dice]

Urgeon quickly withdraws the room and slams the door closed - praising Gorum for his luck. Once safe he pulls off the mask and wipes the sweat from his brow. "This must be the source of the local pollution. Perhaps if we can find a protective suit we may be able to fix it."