Thursday 16 January 2014

Esmeralda

Arcane Familiar Esmeralda
Female Mephit, Air
N Small outsider (air)
Init +6; Senses darkvision 60 ft.; Perception +6


Defense


AC 22, touch 14, flat-footed 19 (+2 Dex, +1 size, +8 natural, +1 dodge)
hp 22 (3d10+3); fast healing 2
Fort +4, Ref +5, Will +6
DR 5/magic


Offense


Speed 30 ft., fly 60 ft. (perfect)
Melee 2 claws +6 (1d3+1/×2)
Special Attacks breath weapon
Spell-Like Abilities
   1/hour—blur
   1/day—gust of wind, summon


Statistics


Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats Dodge, Improved Initiative
Skills Appraise +1, Bluff +8, Fly +18, Heal +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nature) +5, Knowledge (nobility) +2, Knowledge (planes) +10, Knowledge (religion) +2, Linguistics +4, Perception +6, Sense Motive +5, Spellcraft +8, Stealth +12, Use Magic Device +13
Languages Auran, Common
SQ improved evasion
Combat Gear Potion of Cure Light Wounds, Wand of Cure Light Wounds, Wand of Faerie Fire, Wand of Ill Omen, Wand of Magic Missile, Wand of Protection from Evil, Alchemist's fire (3), Smelling salts, Tanglefoot bag; Other Gear Bandolier (4 @ 0 lbs), Masterwork tool (Use Magic Device)


Special Abilities


Blur (1/hour) (Sp) As the spell. Caster level 6th.
Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. A cone of sand and grit that deals 1d8 slashing damage.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Healing (if gusty or windy) 2 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Perfect) You can fly!
Gust of Wind (1/day) (Sp) As the spell. DC 14, caster level 6th.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Potion of Cure Light Wounds Add this item to create a potion of a chosen spell.
Summon (level 2, 1 mephit of the same type 25%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Faerie Fire Add this item to create a wand of a chosen spell.
Wand of Ill Omen Add this item to create a wand of a chosen spell.
Wand of Magic Missile Add this item to create a wand of a chosen spell.
Wand of Protection from Evil Add this item to create a wand of a chosen spell.

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 Publishing, LLC®, and are used under license.

Elzedar

Elzedar 
Male Elf Wizard 9
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +6
Aura foretell


Defense


AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 45 (9d6+7)
Fort +4, Ref +7, Will +7


Offense


Speed 30 ft.
Ranged masterwork longbow +8 (1d8/×3)
Spell-Like Abilities
   1/day—dream
Wizard Spells Prepared (CL 9th; concentration +15):
5th (2/day)—prying eyes, telekinesis, feeblemind (DC 22)
4th (3/day)—black tentacles, greater invisibility, confusion (DC 21), locate creature
3rd (4/day)—hold person (DC 20), gaseous form, arcane sight, dispel magic, slow (DC 19)
2nd (6/day)—create pit (DC 18), invisibility, see invisibility, hideous laughter (DC 19), detect thoughts (DC 20), blur, fleshcurdle (DC 18)
1st (6/day)—vanish, ill omen, detect secret doors, grease (DC 17), detect undead, anticipate peril (DC 19), snowball (DC 17)
0 (at will)—open/close (DC 16), mage hand, detect magic, message


Statistics


Str 10, Dex 16, Con 10, Int 23, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Breadth of Experience, Diviner's Delving, Fast Study, Improved Familiar, Improved Initiative, Spell Focus (divination), Spell Focus (enchantment)
Traits proper training, theoretical magician
Skills Appraise +10, Fly +7, Knowledge (arcana) +20, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +18, Knowledge (local) +20, Knowledge (nature) +16, Knowledge (nobility) +13, Knowledge (planes) +18, Knowledge (religion) +13, Linguistics +13, Perception +6, Sense Motive +4, Spellcraft +19 (+21 to determine the properties of a magic item), Stealth +4, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Azlanti, Common, Draconic, Elven, Giant, Goblin, Infernal, Shoanti, Skald, Thassilonian, Tien, Varisian
SQ arcane bonds (arcane familiar esmeralda, mephit, air), dreamspeaker, elven magic, forewarned, opposition schools (evocation, necromancy), prescience, specialized schools (foresight)
Combat Gear Bouncing metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day), Scroll of Abundant Ammunition (x3), Scroll of Animate Rope, Scroll of Bless (x2), Scroll of Bless Weapon (x3), Scroll of Bless Weapon (x3), Scroll of Breath of Life, Scroll of Darkvision, Scroll of Darkvision, Scroll of Darkvision, Scroll of Disguise Self, Scroll of Enlarge Person (x3), Scroll of Fog Cloud, Scroll of Fox's Cunning, Scroll of Fox's Cunning (x3), Scroll of Gravity Bow (x2), Scroll of Grease, Scroll of Gust of Wind, Scroll of Heroism, Scroll of Hold Portal, Scroll of Identify, Scroll of Illusion of Calm, Scroll of Infernal Healing (x2), Scroll of Invisibility, Scroll of Magic Missile, Scroll of Mount, Scroll of Obscuring Mist, Scroll of Obscuring Mist, Scroll of Prayer, Scroll of Protection from Energy, Scroll of Protection from Evil, Scroll of Resist Energy, Scroll of See Alignment, Scroll of See Invisibility, Scroll of Shield, Scroll of Shield (x2), Scroll of Shield (x3), Scroll of Spider Climb, Scroll of Summon Monster I, Scroll of Touch of the Sea, Scroll of Unseen Servant, Scroll of Vanish, Scroll of Vocal Alteration, Wand of Cure Light Wounds, Wand of Magic Missile, Wand of Shield, Wand of Silent Image, Wand of Summon Monster I (CL 3), Alchemist's fire (2), Tanglefoot bag; Other Gear Masterwork Longbow, Aegis of recovery (1 uses), Belt of mighty constitution +2, Cloak of resistance +1, Gloves of reconnaissance (10 rounds/day), Handy haversack (22 @ 33 lbs), Headband of vast intelligence +2 (Knowledge [local, Ioun stone (dull grey), Medallion of thoughts, Wayfinder (1 @ 0 lbs), Blue book (Trollheim), Blue book (Whitethrone), Book of letters (Whitethrone), Bullseye lantern, Jewelry, Noble's outfit, Perfume/cologne, Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Scroll case (empty), Wrist sheath, spring loaded (empty) (4), 12428 GP, 7 SP, 3 CP


Special Abilities


Bouncing metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction Requirements Craft Rod, Bouncing Spell; Cost 1,500 gp
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diviner's Delving Divination spells gain +2 vs. Spell Resistance, and information gained over multiple rounds comes 1 rd faster.
Dreamspeaker +1 [Divination] & sleep spell DCs.
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.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
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
Foresight Associated School: Divination
Foretell (9 rounds/day) (Su) 30' aura either grants +2 luck bonus to allies or -2 luck penalty to enemies on ability checks, attack rolls, caster level checks, saving throws, and skill checks.
Forewarned +4 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole). Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp. Resonant Power: Read magic 1/day for 10 minutes. Construction Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Medallion of thoughts Can read the thoughts of others, as with detect thoughts.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (10/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Scroll of Abundant Ammunition (x3) Add this item to create a scroll with spells on it.
Scroll of Animate Rope Add this item to create a scroll with spells on it.
Scroll of Bless (x2) Add this item to create a scroll with spells on it.
Scroll of Bless Weapon (x3) Add this item to create a scroll with spells on it.
Scroll of Bless Weapon (x3) Add this item to create a scroll with spells on it.
Scroll of Breath of Life Add this item to create a scroll with spells on it.
Scroll of Darkvision Add this item to create a scroll with spells on it.
Scroll of Darkvision Add this item to create a scroll with spells on it.
Scroll of Darkvision Add this item to create a scroll with spells on it.
Scroll of Disguise Self Add this item to create a scroll with spells on it.
Scroll of Enlarge Person (x3) Add this item to create a scroll with spells on it.
Scroll of Fog Cloud Add this item to create a scroll with spells on it.
Scroll of Fox's Cunning Add this item to create a scroll with spells on it.
Scroll of Fox's Cunning (x3) Add this item to create a scroll with spells on it.
Scroll of Gravity Bow (x2) Add this item to create a scroll with spells on it.
Scroll of Grease Add this item to create a scroll with spells on it.
Scroll of Gust of Wind Add this item to create a scroll with spells on it.
Scroll of Heroism Add this item to create a scroll with spells on it.
Scroll of Hold Portal Add this item to create a scroll with spells on it.
Scroll of Identify Add this item to create a scroll with spells on it.
Scroll of Illusion of Calm Add this item to create a scroll with spells on it.
Scroll of Infernal Healing (x2) Add this item to create a scroll with spells on it.
Scroll of Invisibility Add this item to create a scroll with spells on it.
Scroll of Magic Missile Add this item to create a scroll with spells on it.
Scroll of Mount Add this item to create a scroll with spells on it.
Scroll of Obscuring Mist Add this item to create a scroll with spells on it.
Scroll of Obscuring Mist Add this item to create a scroll with spells on it.
Scroll of Prayer Add this item to create a scroll with spells on it.
Scroll of Protection from Energy Add this item to create a scroll with spells on it.
Scroll of Protection from Evil Add this item to create a scroll with spells on it.
Scroll of Resist Energy Add this item to create a scroll with spells on it.
Scroll of See Alignment Add this item to create a scroll with spells on it.
Scroll of See Invisibility Add this item to create a scroll with spells on it.
Scroll of Shield Add this item to create a scroll with spells on it.
Scroll of Shield (x2) Add this item to create a scroll with spells on it.
Scroll of Shield (x3) Add this item to create a scroll with spells on it.
Scroll of Spider Climb Add this item to create a scroll with spells on it.
Scroll of Summon Monster I Add this item to create a scroll with spells on it.
Scroll of Touch of the Sea Add this item to create a scroll with spells on it.
Scroll of Unseen Servant Add this item to create a scroll with spells on it.
Scroll of Vanish Add this item to create a scroll with spells on it.
Scroll of Vocal Alteration Add this item to create a scroll with spells on it.
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 (Divination) Spells from one school of magic have +1 to their save DC.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Magic Missile Add this item to create a wand of a chosen spell.
Wand of Shield Add this item to create a wand of a chosen spell.
Wand of Silent Image Add this item to create a wand of a chosen spell.
Wand of Summon Monster I (CL 3) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction Requirements Craft Wondrous Item, light; Cost 250 gp

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 Publishing, LLC®, and are used under license.