Full Name |
Zherxikas |
Race |
Tiefling |
Classes/Levels |
Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14 |
Gender |
Male |
Size |
7' |
Age |
19 |
Alignment |
Meutral |
Languages |
Abyssal, Common, Daemonic, Draconic, Elven, Goblin, Infernal, Orc, Thassilonian, Undercommon, Varisian |
Occupation |
evoker |
Strength |
12 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
24 |
Wisdom |
14 |
Charisma |
8 |
About Zherxikas
Zherxikas
Male tiefling evoker 9
N Medium outsider (native)
Init 5; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
hp 61 (9d6+23)
Fort 6, Ref 8, Will 9
Resist cold 5, electricity 5, fire 5; SR 14
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +5 (1d6+1 B) or
unarmed strike +5 (1d3+1 B nonlethal)
Ranged light crossbow +6 (1d8 P/19+)
Arcane School Spell-Like Abilities (CL 9th; concentration +17)
At will—elemental wall (9 rounds/day)
10/day—force missile (1d4+4)
Evoker Spells Prepared (CL 9th; concentration +17)
5th—teleport (2), wall of force
4th—ball lightning[APG] (DC 22), ball lightning[APG] (DC 22), silent dispel magic, phantasmal killer (DC 21)
3rd—aqueous orb[APG] (DC 21), dispel magic (2), fireball (DC 21), fireball (DC 21), fly
2nd—burning arc (DC 20), glitterdust (DC 20), glitterdust (2, DC 20), scorching ray, see invisibility (2)
1st—enlarge person (2, DC 18), grease, magic missile, magic missile (3)
0 (at will)—detect magic (at will), light (at will), mending (at will), read magic (at will)
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 18, Con 14, Int 24, Wis 14, Cha 8
Base Atk +4; CMB 5; CMD 20
Feats Craft Wondrous Item, Improved Familiar, Scribe Scroll, Silent Spell, Spell Focus (conjuration), Spell Focus (evocation), Spell Mastery
Traits arcane temper, scholar of the ancients
Skills Acrobatics +2 (-2 to jump), Appraise +12, Bluff +1, Climb -1, Disguise +9, Fly +13, Knowledge (arcana) +20, Knowledge (dungeoneering) +14, Knowledge (geography) +15, Knowledge (history) +20, Knowledge (local) +16, Knowledge (planes) +19, Knowledge (religion) +11, Linguistics +12, Perception +11, Spellcraft +19, Stealth +5, Swim -1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Daemonic, Draconic, Elven, Goblin, Infernal, Orc, Thassilonian, Undercommon, Varisian
Combat Gear pearl of power (1st level), potion of cure light wounds (2), scroll of burning hands (CL 3rd), scroll of burning hands (x2), scroll of comprehend languages (x2), scroll of feather fall (x2), scroll of liberating command (x2), scroll of obscuring mist (x2), scroll of remove fear, remove fear, scroll of remove sickness, remove sickness, wand of acid arrow (44 charges), wand of infernal healing (42 charges), wand of scorching ray (22 charges), wand of shocking grasp (28 charges); Other Gear haramaki[UC], light crossbow, quarterstaff, amulet of natural armor +1, cloak of resistance +1, crossbow bolts (30), hat of disguise, headband of vast intelligence +2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], mess kit[UE], scroll case, scroll case, soap, spell component pouch, trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, Kree, 1,473 gp, 7 sp
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Tracked Resources
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Crossbow bolts - 30
Disguise Self (At will) - 0
Elemental Wall (9 rounds/day) (Sp) - 9
Force Missile (1d4+4, 10/day) (Sp) - 10
Pearl of power (1st level, 1/day) - 1
Potion of cure light wounds - 2
Trail rations - 5
Wand of acid arrow (44 charges) - 44
Wand of infernal healing (42 charges) - 42
Wand of scorching ray (22 charges) - 22
Wand of shocking grasp (28 charges) - 28
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Wall (9 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Energy Resistance, Fire (5)
Evocation
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+4, 10/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Necromancy
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
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.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Mastery (Magic Missile, Fireball, Dispel Magic, Glitterdust) You can prepare the chosen spells without a spellbook.
Spell Resistance (14)
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You are a member of the Pathfinder Society and have been gifted a wayfinder with a dull gray ioun stone. The local Magnimar lodge is at Heidmarch Manor. Your venture Captain and the co-owner of the lodge is Canayvan Heidmarch.
A couple of members have recently returned from Sandpoint with information suggesting the "Old Light" was in fact an ancient Thassilonian weapon. You have been sent to try and confirm the nature of the Old Light, research any additional Thassilonian ruins you may find, and determine if there is a threat. If time permits report back your findings to your Pathfinder Mentor Wayland Nash. If not, be sure to record all events for posterity's sake and submit a full report once you return to Magnimar. The Sheriff of Sandpoint has recently arrived in Magnimar to seek support from the Lord Mayor. He has been notified you will be returning with him.
Cloak of Resistance +1 1k
Ring of Protection +1 2k
Amulet of natural armor +1 1k
Pearl of power 1k (mage armor)
Headband of Int +2 4k
Hand haversack 2k
Belt of Con
https://creaturecollege.com/pathfinder-magic-items-for-wizards/
Wand of Shield
+2 Headband of Vast Intelligence (4,000gp or 2,000gp crafted)
2x Pearl of Power 1 (1,000gp each or 500gp crafted)
1x Pearl of Power 2 (4,000gp each or 2,000gp crafted)
Lesser Rod of Extend Spell (3,000gp)
Lesser Rod of Reach Spell (3,000gp)
Extra Level 1 spells in spellbook: 15gp each
Extra level 2 spells in spellbook: 60gp each
Extra level 3 spells in spellbook: 135gp each
https://feeneygames.github.io/PFGuideArchive/archive/The%20COMPLETE%20Profe ssor%20Q%20Wizard%20Guide%20(Zenith%20Games%20Copy)/TheCOMPLETEProfessorQWi zardGuide_ZenithGamesC.html
Protection from Evil/Good/Law/Chaos
Mage Armor
Comprehend Languages
Feather Fall
Protection from Good/Evil/Chaos/Law Communal
Hideous Laughter
Inviusibility
Mirror IMage
Summon Monster III
Invisibility Sphere
Haste
Slow
Dimensional Anchor
Dim Door
Secure Shelter
Sumon Monster IVR
Arcane Eye
Confusion
https://www.reddit.com/r/Pathfinder_RPG/comments/a33nhl/musthave_level_1_wi zard_spells_survey_1e/
https://feeneygames.github.io/PFGuideArchive/archive/The%20COMPLETE%20Profe ssor%20Q%20Wizard%20Guide%20(Zenith%20Games%20Copy)/TheCOMPLETEProfessorQWi zardGuide_ZenithGamesC.html