MASTER MAZRIM OF HOUSE ABLAR CR 16
Male Human Archmage 1 Paragon - Human 3 Warmage 12
TN Medium Humanoid
Init +2; Listen +1, Spot +11
Languages Abyssal, Ancient Suloise, Common, Infernal, Olman
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AC 30, touch 17, flat-footed 28
. . (+2 Dex, +8 armor, +2 shield, +4 deflection, +3 natural)
hp 129 (12d6+1d4+32)
Immune to Fear (Ex), Immunity to Poison
Fort +10,
Ref +10,
Will +18
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Speed 30ft.
Melee weapon +1 Cold Iron Dagger +11/+6 (1d4+2) and
. . Deep Shard +11/+6 (1d6+2) and
. . Levinous +11/+6 (1d6+2) and
. . Shield Bash +6/+1 (1d3+1) and
. . Unarmed Strike +10/+5 (1d3+1)
Space 5 ft.;
Reach 5 ft.
Base Atk +9/+4;
Grp +10
Combat Gear +1 Cold Iron Dagger, +1 Darkwood Shield, Light Wooden, Celestial Armor, Deep Shard, Gauntlet (from Armor), Levinous, Shield Bash, Unarmed Strike
Warmage Spells Known (CL 12, +10 melee touch, +11 ranged touch):
9 (DC 28, 0/day) - Elemental Swarm, Implosion, Meteor Swarm, Prismatic Sphere, Wail of the Banshee, Weird
8 (DC 27, 0/day) - Horrid Wilting, Incendiary Cloud, Polar Ray, Prismatic Wall, Scintillating Pattern, Shout, Greater, Sunburst
7 (DC 26, 5/day) - Delayed Blast Fireball, Earthquake, Finger of Death, Fire Storm, Mordenkainen's Sword, Prismatic Spray, Sunbeam, Waves of Exhaustion
6 (DC 25, 6/day) - Acid Fog, Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, Tenser's Transformation
5 (DC 24, 8/day) - Arc of Lightning, Fireburst, Greater, Fire Shield, Mass, Prismatic Ray, Cloudkill, Cone of Cold, Flame Strike
4 (DC 23, 8/day) - Evard's Black Tentacles, Blast of Flame, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, Contagion, Phantasmal Killer, Shout, Wall of Fire
3 (DC 22, 8/day) - Ring of Blades, Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Sleet Storm, Stinking Cloud, Sound Lance
2 (DC 21, 14/day) - Melf's Acid Arrow, Blades of Fire, Fireburst, Ice Knife, Whirling Blade, Continual Flame, Fire Trap, Flaming Sphere, Pyrotechnics, Scorching Ray, Shatter
1 (DC 20, 9/day) - Burning Hands, Accuracy, Fist of Stone, Hail of Stone, Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Chill Touch, Magic Missile, Shocking Grasp, True Strike, Ice Dagger, Sonic Blast
0 (DC 19, 6/day) - Acid Splash, Disrupt Undead, Light, Ray of Frost
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Abilities Str 13 Dex 14 Con 15 Int 20 Wis 12 Cha 28
SQ +3 to Climb checks while familiar is within 1 mile., Ability Boost (CHA +2), Armored Mage (Medium/Light Armor and Light Shields) (Ex), Bluff, Concentration, Deliver Touch Spells Through Familiar (Su), Diplomacy, Empathic Link (Su), Favored Magic Foe - Outsider (evil), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Planes), Leadership, Listen, Mastery of Shaping, Share Spells, Speak with Animals (Ex), Speak With Familiar (Ex), Spell Focus - Conjuration, Spell Focus - Evocation, Spell Penetration, Spellcraft, Spot, Subtype - Human, Sudden Empower, Sudden Enlarge, Type - Humanoid, Use Magic Device, Warmage Edge +9 (Ex)
Feats Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Medium), Bane Magic (Outsider - +2d6 damage), Extra Edge, Favored Magic Foe - Outsider (evil), Knack for Magic, Leadership, Light Shield Proficiency, Martial Weapon Proficiency - Scimitar, Obtain Familiar†, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Skill Focus - Spellcraft, Spell Focus - Conjuration, Spell Focus - Evocation, Spell Penetration, Sudden Empower, Sudden Enlarge
Skills Balance +0, Climb -1, Concentration +15, Decipher Script +7, Escape Artist +0, Hide +0, Intimidate +15, Jump -1, Know: Local +6, Knowledge: Arcana +20, Knowledge: Geography +10, Knowledge: History +8, Knowledge: Nobility & Royalty +7, Knowledge: The Planes +24, Move Silently +0, Prof: Sailor +7, Speak Language +1, Spellcraft +28, Spot +11, Swim +0, Use Magic Device +20
Possessions combat gear plus Amulet of Natural Armor +3, Bead of Force, Belt of Hidden Pouches (23 @ 2 lbs), Boots of Levitation, Cloak of Resistance, +3, Corsair's Eyepatch, Everlasting Rations, Explorer's Outfit (Free), Gauntlets of Ogre Power, Headband of Intellect, +2, Ioun Stone, Dusty Rose, Ioun Stone, Orange, Money, Potion of Bear's Endurance, Potion of Cure Moderate Wounds, Potion of Cure Serious Wounds, Potion of Fly, Ring of Protection, +4, Ring of Wizardry II, Rod of Splendor, Staff of Frost, Wand of Cure Moderate Wounds, Wand of Lightning Bolt, Wand of Magic Missile, Wand of Magic Missile
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TRACKED RESOURCES--------------------
+1 Cold Iron Dagger - 0/1
Celestial Armor - 0/1
Cone of Cold - 0
Corsair's Eyepatch - 0/3
Ice Storm - 0
Potion of Bear's Endurance - 0/1
Potion of Cure Moderate Wounds - 0/1
Potion of Cure Serious Wounds - 0/7
Potion of Fly - 0/3
Rod of Splendor - 0/1
Staff of Frost - 32/50
Sudden Empower - 0/1
Sudden Enlarge - 0/1
Wall of Ice - 0
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+3 to Climb checks while familiar is within 1 mile. This ability is active when your familiar is within one mile.
Ability Boost (CHA +2) The selected ability score increases by 2.
Armored Mage (Medium/Light Armor and Light Shields) (Ex) No warmage spell failure chance from light armor and light shields.
Bluff Add this skill to your list of class skills.
Concentration Add this skill to your list of class skills.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diplomacy Add this skill to your list of class skills.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Favored Magic Foe - Outsider (evil) When cast vs chosen type, +1 to beat SR, they have -1 to saves.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Poison You are immune to poison.
Knowledge (Arcana) Add this skill to your list of class skills.
Knowledge (Dungeoneering) Add this skill to your list of class skills.
Knowledge (Planes) Add this skill to your list of class skills.
Leadership You attract loyal companions and devoted followers.
Listen Add this skill to your list of class skills.
Mastery of Shaping Alter spell's affected area.
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
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 Penetration +2 to caster levels checks to overcome spell resistance.
Spellcraft Add this skill to your list of class skills.
Spot Add this skill to your list of class skills.
Subtype - Human Subtype for a set of humanoids who do not share a common language.
Sudden Empower 1/day, cast an Empowered spell for free.
Sudden Enlarge 1/day, cast an Enlarged spell for free.
Type - Humanoid Unless otherwise noted humanoids have these features.
Use Magic Device Add this skill to your list of class skills.
Warmage Edge +9 (Ex) Gain listed bonus on damage for warmage spells
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
www.wolflair.comContents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizards of the Coast, Inc. and is used with permission.
MISTRESS MALINZA OF HOUSE ABLAR CR 14
Female Human Combat Medic 5 Healer 9
NG Medium Humanoid
Init +2; Listen +5, Spot +10
Languages Common
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AC 26, touch 17, flat-footed 24
. . (+2 Dex, +7 armor, +2 shield, +5 deflection)
hp 90 (9d8+5d6+14)
Immune to Fear (Ex), Immunity to Poison
Fort +8,
Ref +9,
Will +13
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Speed 30ft.
Melee weapon Unarmed Strike +8/+3 (1d3)
Space 5 ft.;
Reach 5 ft.
Base Atk +8/+3;
Grp +8
Combat Gear +3 Ironwood Chain Shirt, Unarmed Strike
Healer Spells Prepared (CL 9, +8 melee touch, +10 ranged touch):
7 (DC 22, 4/day) - Chain of Sorrow, Cure Critical Wounds, Mass, Repulsion, Repulsion
6 (DC 21, 4/day) - Master's Lament, Heroes' Feast, Regenerate, Restoration, Greater
5 (DC 20, 6/day) - Atonement, Break Enchantment, Cure Moderate Wounds, Mass, Stone to Flesh, True Seeing, True Seeing
4 (DC 19, 6/day) - Cure Light Wounds, Mass, Death Ward, Death Ward, Death Ward, Freedom of Movement, Panacea
3 (DC 18, 7/day) - Remove Curse, Remove Curse, Remove Curse, Restoration, Restoration, Status, Status
2 (DC 17, 7/day) - Delay Poison, Delay Poison, Gentle Repose, Remove Disease, Remove Disease, Restoration, Lesser, Restoration, Lesser
1 (DC 16, 8/day) - Cure Light Wounds, Remove Fear, Remove Paralysis, Remove Paralysis, Sanctuary, Speak with Animals, Protection from Evil, Protection from Evil
0 (DC 15, 6/day) - Detect Poison, Detect Poison, Light, Light, Purify Food and Drink, Purify Food and Drink
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Abilities Str 10 Dex 14 Con 12 Int 10 Wis 21 Cha 18
SQ Augment Healing, Cleanse Blindness (Su), Cleanse Disease (Su), Cleanse Fear (Su), Cleanse Paralysis (Su), Cleanse Poison (Su), Cloak of Charisma, +4, Combat Casting, Consecrate Spell, Dodge, Effortless Healing (Ex), Healing Hands (Ex), Link (Ex), Mobility, Nymph's Kiss - Character Level 3rd, Share Spells (Ex), Skill Focus (Heal): Skill Focus: Heal (Ex), Subtype - Human, Type - Humanoid, Unicorn companion (Ex)
Feats Armor Proficiency (Light), Augment Healing, Combat Casting, Consecrate Spell, Dash, Dodge, Mobility, Nymph's Kiss - Character Level 3rd, Simple Weapon Proficiency - All
Skills Balance +1, Bluff +6, Climb -3, Concentration +14, Diplomacy +8, Disguise +6, Escape Artist -1, Gather Information +6, Heal +21, Hide -1, Intimidate +6, Jump +4, Knowledge: Nature +5, Knowledge: Religion +9, Move Silently -1, Prof: Healer +10, Sense Motive +15, Spellcraft +10, Spot +10, Swim -6, Tumble +4, Use Magic Device +8
Possessions combat gear plus Armband of Maximized Healing, Artisan's Outfit (Free), Boots of Striding and Springing, Cloak of Charisma, +4, Gauntlets of Ogre Power, Healing Belt, Money, Periapt of Wisdom, +4, Ring of Force Shield, Ring of Protection, +5, Strand of Prayer Beads
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Augment Healing +2 dam healed per spell level of Conjuration [Healing] spell cast.
Cleanse Blindness (Su) At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness/deafness spell.
Cleanse Disease (Su) At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.
Cleanse Fear (Su) At 5th level, a healer gains the ability to cleanse poison once per day, as if casting a remove fear spell.
Cleanse Paralysis (Su) A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.
Cleanse Poison (Su) At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.
Cloak of Charisma, +4 This lightweight and fashionable cloak has a highly decorative silver trim. When in a character's possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle's splendor; Price 16,000 gp; Weight 2 lb.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Medic Mobility You gain Mobility as a bonus feat.
Consecrate Spell 1/2 spell's damage is divine power, ignoring energy resist/immunity. +1 Level.
Defensive Caster (Ex) You gain a compentence bonus equal to your class level on Concentration checks to cast defensively.
Dodge +1 to AC vs attacks from one opponent.
Effortless Healing (Ex) At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Evasion (Ex) You take no damage from a successful reflex save.
Field Healer (Ex) You can make a Heal check to provide first aid as a move action.
Healing Hands (Ex) Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Healing kicker (Aid) (Su) You can imbue any conjuration (healing) spell with a Aid spell (8 hp + Class Level). The temporary HP last for 1 minute or until they are depleted.
Healing kicker (Reflex Saves) (Su) You can imbue any conjuration (healing) spell with a Reflex Save modifier equal to your class level
Healing kicker (Sanctuary) (Su) You can imbue any conjuration (healing) spell with a Sanctuary spell (CD 15 + Class Level + Wisdom Modifier)
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Poison You are immune to poison.
Link (Ex) You have a link with your Animal Companion.
Mobility +4 to AC against some attacks of opportunity.
Nymph's Kiss - Character Level 3rd +1 bon vs spells/spell like abilities. Fey treat you as one of thier own.
Share Spells (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Skill Focus (Heal): Skill Focus: Heal (Ex) A healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.
Spontaneous Heal (Ex) You can convert any prepared spell or spell slot of 6th level or higher in order to cast Heal, even if that spell is not normally on your class list.
Subtype - Human Subtype for a set of humanoids who do not share a common language.
Type - Humanoid Unless otherwise noted humanoids have these features.
Unicorn companion (Ex) When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aid. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear is had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
www.wolflair.comContents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizards of the Coast, Inc. and is used with permission.