Conjurer Wizard 5, HP 27 [27], AC 13 [13], CMB [+1]; CMD [14], Fort +2, Ref +4, Will +5, Init +11, Perception +8
Gender
Female
About Yvette Blakros
Character Sheet:
Yvette Blakros
Female elf conjurer 5
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +8
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 27 (5d6+5)
Fort +2, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Spell-Like Abilities (CL 5th; concentration +3)
3/day—acid splash
Arcane School Spell-Like Abilities (CL 5th; concentration +11)
9/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 5th; concentration +11)
3rd—spiked pit APG (DC 20), stinking cloud (DC 20), summon monster III
2nd—create pit APG (DC 19), glitterdust (DC 19), invisibility, summon monster II , summon monster II
1st—burning hands (DC 17), ear-piercing scream UM (DC 17), magic missile , magic missile , snowball
(DC 18), summon monster I
0 (at will)— dancing lights , daze (DC 16), detect magic , read magic
Opposition Schools Abjuration, Necromancy
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Statistics
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Str 8, Dex 16, Con 10, Int 23, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 14
Feats Alertness, Augment Summoning, Persistent Spell APG, Run, Spell Focus (conjuration), Superior
SummoningUM, Varisian Tattoo ISWG
Traits resilient, warrior of old
Skills Acrobatics +4 (+8 to jump with a running start), Appraise +10, Craft (clockwork) +15, Knowledge
(arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10,
Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10,
Knowledge (planes) +12, Knowledge (religion) +10, Linguistics +14, Perception +8, Sense Motive +5,
Sleight of Hand +4, Spellcraft +14 (+16 to identify magic item properties), Use Magic Device -1; Racial
Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Auran, Celestial, Common, Draconic, Elven, Goblin, Ignan, Infernal, Orc, Osiriani,
Sylvan, Terran
SQ arcane bond (arcane familiar, scorpion, greensting), elven magic, summoner's charm (2 rounds)
Combat Gear pearl of power (1st level) (2), potion of cure light wounds (2), scroll of create pit (CL 4th) ,
scroll of deep slumber , scroll of invisibility , scroll of silence , wand of cure light wounds (CL 2nd, 50
charges), wand of mage armor (CL 2nd, 50 charges) , wand of magic missile (50 charges) , holy water (2);
Other Gear crossbow bolts (10), dagger, light crossbow, headband of vast intelligence +2 , backpack,
bedroll, belt pouch, courtier's outfit, familiar satchel UE, flint and steel, ink, inkpen, jewelry UE, masterwork
artisan's tools, mess kit UE, pot, soap, spell component pouch, trail rations (5), waterskin, 3,070 gp, 1 sp
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Special Abilities
p1
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (1d6+2 acid, 9/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his
will.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within
arm's reach.
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.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
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 (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 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
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.