Full Name |
Willard Ravenhair |
Race |
Human (Ulfen) |
Classes/Levels |
Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None |
Gender |
Male |
Size |
Medium |
Age |
25 |
Special Abilities |
Familiar, |
Alignment |
NG |
Deity |
Nethys |
Location |
Absalom |
Languages |
Skald, Common, Draconic, First Speech, Hallit, Osiriani, Ancient Osiriani, Azlanti, Slyvan |
Occupation |
Scribe |
Strength |
8 |
Dexterity |
12 |
Constitution |
10 |
Intelligence |
20 |
Wisdom |
10 |
Charisma |
13 |
About Willard Ravenhair
Willard Ravenhair
Male human (Ulfen) blood arcanist 5 (Pathfinder RPG Advanced Class Guide 8, 77, Ultimate Wilderness 213)
NG Medium humanoid (human)
Init +5; Senses Perception +3 (+5 Notice Secret Doors)
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 22 (5d6)
Fort +2, Ref +3, Will +5; +1 resistance bonus vs. inhaled poisons and other airborne effects that require breathing.
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks arcane reservoir (3/8), arcanist exploits (quick study[ACG], school understanding [admixture, arcane bond [munnin, raven [sage]]][ACG]), consume spells
Spell-Like Abilities (CL 5th; concentration +6)
. . 3/day—dancing lights
Blood Arcanist Spells Prepared (CL 5th; concentration +10)
. . 2nd (4/day)—burst of radiance (DC 18), scorching ray
. . 1st (6/day)—adhesive spittle[ACG] (DC 16), cause fear (DC 16), comprehend languages, ear-piercing scream[UM] (DC 17)
. . 0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 16), message, read magic
. . Bloodline Arcane
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Statistics
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Str 8, Dex 12, Con 10, Int 21, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 12
Feats Alertness, Extra Arcanist Exploit[ACG], Improved Initiative, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits balanced offensive, pragmatic activator
Skills Appraise +12, Fly +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +13, Perception +3 (+5 Notice Secret Doors), Profession (scribe) +6, Sense Motive +2, Spellcraft +13, Survival +0 (+2 to avoid becoming lost), Use Magic Device +13
Languages Ancient Osiriani, Auran, Azlanti, Common, Draconic, First Speech, Hallit, Ignan, Osiriani, Skald, Sylvan, Thassilonian
SQ bloodline (arcane), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (1/day), versatile evocation
Combat Gear cold iron crossbow bolts (50), potion of cure moderate wounds, potion of invisibility (2), scroll of endure elements, wand of cure light wounds, wand of endure elements (50 charges), wand of glitterdust (4 charges), wand of mage armor (10 charges), wand of magic missile (CL 2nd, 10 charges), wand of magic missile (CL 4th, 22 charges), acid (2), alchemist's fire (2), elemental flux[ARG], holy water, smokestick; Other Gear dagger, light crossbow, cloak of resistance +1, spell lattice (1st)[ACG], wayfinder[ISWG], arcanist starting spellbook, belt pouch, candle, chalk (2), filter scarf[UW], first world tainted soap: giggles and coos when used, fishhook, flint and steel, hot weather outfit[APG], ink, inkpen, keylight lantern (worth 2,000 gp), map of the silken way: zho mtns, silken way +2 survival & track 1 minute (worth 100 gp), masterwork backpack[APG], mess kit[UE], parasol[UE], scroll case, sewing needle, small tent, spell component pouch, thread (50 ft.), tindertwig (2), trail rations (5), waterskin, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, camel, 4,399 gp, 8 sp, 6 cp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Reservoir +1 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (4/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Elemental Investigator (Concordance): The insight you have gained from your studies in the First World
helps you channel the influence of the seasons, honing your understanding of the balance of elemental forces. You
may check off the first box before this boon in spring, the second in summer, the third in autumn, and the fourth
in winter, using real-world seasons. For the abilities listed below, your caster level is equal to your character level.
Summer: You can channel the essence of winter’s chill into a creature you touch. This functions as shocking grasp,
except that it deals cold damage instead of electricity damage.
Autumn: You can channel the essence of spring’s growth, casting entangle as a spell-like ability.
Once you have checked all four boxes, you gain caccess to the elf racial spell ward of the seasons (Pathfinder RPG
Advanced Race Guide 29) on all of your Pathfinder Society characters as if they were elves. Your elf PCs gain a +1 bonus
to their effective caster level for the purposes of this spell.
A keylight lantern is wreathed with elemental runes. When lit, it
gives off light as per a typical lantern, but the shifting flame gives
its user a +2 competence bonus on Perception checks to find secret
doors. In addition, once per day, the lantern’s bearer can fling the oil
as a splash weapon that functions as a flask of acid, except that its
damage type is random among acid, cold, electricity, and fire. Each
keylight lantern has an indentation where an elemental gem could Craft Wondrous Item, acid splash, ray of frost, fireball,
guidance, shocking grasp
fit. If an elemental gem is slotted in the lantern, the damage
type is fixed based on the gem’s element—acid for an earth
gem, cold for a water gem, electricity for an air gem, and fire
for a fire gem. The lantern’s bearer may choose to expend the
elemental gem to infuse the oil with its energy. If she does so,
the next time she throws the oil, it functions as per fireball,
centered on the square (10d6 damage, Reflex DC 14 half)
instead of as an acid flask. The damage type of the fireball
matches the damage type associated with the elemental gem.
BoneKeep Malady: You suffer from a lingering malady after your exploration in Bonekeep. While the mental damage you suffered while inside the dungeon has faded, your mind is still quite fragile. Whenever you take any Intelligence, Wisdom, or Charisma damage (or drain), you are also confused for a number of rounds equal to the damage taken. In addition, any Will saving throw penalty you accumulated in the dungeon fades upon leaving, but should be noted below.
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Camel CR –
Camel (Pathfinder RPG Bestiary 2 154)
N Large animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, -1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0
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Offense
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Speed 50 ft.
Melee bite +4 (1d4+6)
Space 10 ft.; Reach 5 ft.
Special Attacks spit
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Statistics
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Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. trip)
Feats Endurance
Skills Acrobatics +3 (+11 to jump), Perception +5
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spit (1/hour, DC 13) (Ex) Ranged touch attack vs. foe in 10 ft sickens 1d4 rds (Fort neg).
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Munnin CR –
Male raven (sage) (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 11 (1d8-1)
Fort +1, Ref +4, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 2, Dex 15, Con 8, Int 10, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse
[b]Tricks Come, Deliver, Detect, Fetch, Seek, Watch
Skills Acrobatics +2 (-6 to jump), Fly +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +2, Perception +10
Languages Skald; speak with master
SQ come, deliver, detect, empathic link, fetch, sage’s knowledge +2, seek, watch
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Special Abilities
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Come [Trick] The animal will come to you on command.
Deliver [Trick] Delivers item to indicated point or person.
Deliver Touch Spells (Su) Deliever master's touch spells.
Detect [Trick] Indicates unusual smells, noises, etc.
Empathic Link (Su) You have an empathic link with your master.
Fetch [Trick] The animal will get a specific object.
Fly (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 dim light, distinguishing color and detail.
Sage’s Knowledge +2 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Watch [Trick] Stands watch over designated area.
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