Volshyenek Ornelos

shandar milsap's page

321 posts. Alias of william johnson 341.


Full Name

shandar milsap

Race

human

Classes/Levels

evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

Gender

male

Size

medium

Age

118

Special Abilities

Special Attacks intense spells (+1 damage) Arcane School Spell-Like Abilities (CL 1st; concentration +5) 5/day—force missile (1d4+1) Evoker Spells Prepared (CL 1st; concentration +5) 1st—burning hands (DC 13), magic missile, magic missile 0

Alignment

cg

Languages

Common, Daemonic, Elven, Sylvan

Strength 14
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 13

About shandar milsap

shandar milsap
Male human evoker 5
CG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 40 (5d6+14)
Fort +3, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +4 (1d6+3)
Ranged mwk light crossbow +3 (1d8/19-20)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . 5/day—force missile (1d4+2)
Evoker Spells Prepared (CL 5th; concentration +9)
. . 3rd—fireball (DC 15), lightning bolt (DC 15)
. . 2nd—scorching ray, scorching ray, scorching ray, scorching ray
. . 1st—burning hands (DC 13), grease, mage armor, magic missile, magic missile
. . 0 (at will)—light, ray of frost, read magic, touch of fatigue (DC 12)
. . Opposition Schools Illusion, Transmutation
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 15, Wis 14, Cha 13
Base Atk +2; CMB +4; CMD 16
Feats Burning Spell[UM], Combat Casting, Elemental Spell[APG], Point-Blank Shot, Racial Heritage[APG], Scribe Scroll
Traits focused mind, precocious spellcaster
Skills Diplomacy +4, Knowledge (arcana) +10, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Linguistics +6, Perception +7, Spellcraft +10, Use Magic Device +3
Languages Celestial, Common, Daemonic, Sylvan
SQ arcane bond (quarterstaff)
Combat Gear crossbow bolts (50); Other Gear mwk light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, signet ring, soap, spell component pouch, torch (10), trail rations (5), waterskin, 119 gp
--------------------
Special Abilities
--------------------
Burning Spell Spell with the acid or fire descriptor deals extra damage the next round
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+2, 5/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Racial Heritage (Dwarf) You count as another race for the purpose of prerequisites.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

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.