Venture Captain Elric
Human conjurer 15 (Pathfinder RPG Adventurer's Guide 63)
N Medium humanoid (human)
Init +7; Senses Perception +16
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 137 (15d6+75)
Fort +17, Ref +14, Will +16
Speed 30 ft.
Melee quarterstaff of entwined serpents +7/+2 (1d6-1) or
spiked gauntlet +2/-3 (1d4-2)
Arcane School Spell-Like Abilities (CL 15th; concentration +25)
At will—dimensional steps (450 feet/day) (410/450)
13/day—acid dart (1d6+7 acid)
Conjurer Spells Prepared (CL 16th; concentration +26)
1st (DC 21/23): Mage Armor (1/2), Protection from evil (2), Endure Elements , Hightened Awareness (1/2), Comprehend Languages, Snowball
2nd:(DC 22/24) See Invisibility (1/2),Darkvision, Aram Zey´s Focus, False Life (1/2), Glitterdust (1/3)
3rd:(DC 23/25) Haste, Dispell Magic (2), Resist Energy Communal, Ablative Barrier (1/2), Heroism (1/2)
4th:(DC 24/26) Dimension Door (2), Eyes of the Void, Stoneskin, Persistant Glitterdust (1/4)
5th:(DC 25/27) Life Bubble (1/2), Overland Flight (1/2), Acidic Spray (1/2), Echolocation, Teleport
6th:(DC 26/28) Disintigrate (1/2), Summon Monster 6 (1/2), Greater Dispell Magic (2), Persistent Confusion
7th:(DC 27/29) Arodens Magic Army, Quickened Communal Resist Energy, Summon Monster 7 (2/3)
8th:(DC 28/30) Mind Blanc, Summon Monster 8 (0/2), Maze
Str 7, Dex 14, Con 16, Int 30, Wis 11, Cha 7
Base Atk +7; CMB +6; CMD 17
Feats Acadamae Graduate, Augment Summoning, Beyond Morality, Expanded Summon Monster, Fast Study[UM], Greater Spell Focus (conjuration), Improved Initiative, Persistent Spell[APG], Quicken Spell, Selective Spell[APG], Spell Focus (conjuration), Spell Perfection[APG], Superior Summoning[UM], Toughness
Traits student of philosophy, Fiendish Presence
Skills Acrobatics +3, Appraise +11, Bluff +14 (+26 to lie (as a result of using Int instead of Cha)), Climb -1, Diplomacy +18 (+30 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise -1, Escape Artist +3, Fly +21, Heal +1, Intimidate -1, Knowledge (arcana) +29, Knowledge (dungeoneering) +29, Knowledge (engineering) +29, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +24, Perception +16, Ride +3, Sense Motive +2, Spellcraft +29, Stealth +18, Survival +1, Swim -1, Use Magic Device +14
Languages Common, Draconic, Thassilonian, Azlanti, Infernal, Abyssal, Aklo, Undercommon, Celestrial, Aquan, Auran, Ignan, Terran, Tien, Necril, Old Osirian, Darkfolk, Aboleth, Hallit, Russian, Orc.
SQ arcane bond (ring of freedom of movement), fey laughter, summoner's charm (7 rounds)
Combat Gear lesser extend metamagic rod, extend metamagic rod, merciful metamagic rod[APG], oil of daylight, potion of fly, potion of invisibility, potion of invisibility, potion of lesser restoration, potion of lesser restoration, potion of lesser restoration, ring of counterspells, scroll of dimension door, scroll of haste, haste, scroll of heal, heal, scroll of restoration, restoration, wand of cure light wounds (50 charges), wand of cure light wounds (50 charges),wand of cure light wounds (50 charges), wand of heightened awareness (45 charges), wand of infernal healing (3 charges), wand of infernal healing (37/50 charges), antiplague[APG] (4), antitoxin (4), spell component pouch; Other Gear silken ceremonial armor[UC], quarterstaff of entwined serpents, spiked gauntlet, amulet of the blooded (fey)[ACG], blessed book, cloak of resistance +5, cord of stubborn resolve[UE], cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, glove of storing, handy haversack, headband of vast intelligence +6, ioun torch ioun stone[APG], lucky horseshoe[OA], orange prism ioun stone, pale green prism ioun stone, ring of freedom of movement, tome of clear thought +1
Acid Dart (1d6+7 acid, 13/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Ring of freedom of movement) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Beyond Morality (Su) Neutral alignment: choose most favorable alignment for spell effects.
Dimensional Steps (90 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Expanded Summon Monster You can summon allies beyond the reach of most conjurers.
Prerequisite: Ability to cast a summon monster spell.
Benefit: For each spell level 1–9, select two creatures from Table 2 below. You then add these creatures to t
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Fey Laughter (3/day) Cause creature to burst out laughing, taking only move act, but can defend self.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Selective Spell You can cast a spell that does not affect some targets within its area.
Sloth (Conjuration) The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Perfection Glitterdust The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one