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Post by Rigil Kent on Feb 2, 2014 15:17:10 GMT -6
AinionMale Drow Rogue 1/Sorcerer 2 CG Medium humanoid (elf) Init +9; Senses darkvision 120 ft., low-light vision; Perception +10 -------------------- Defense-------------------- AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge) hp 18 (1d8+2d6+3) Fort +0, Ref +5, Will +4; +2 vs. enchantments Immune magic sleep; SR 9 Weakness light blindness -------------------- Offense-------------------- Speed 30 ft. Melee masterwork rapier +3 (1d6+1/18-20) Ranged masterwork composite shortbow +5 (1d6+1/×3) Special Attacks bloodline arcana: arcane, sneak attack +1d6 Spell-Like Abilities. . 1/day— dancing lights, darkness, faerie fireSorcerer Spells Known (CL 3rd; concentration +7): 1st (5/day)— mage armor, magic missile0 (at will)— acid splash, detect magic, flare (DC 14), prestidigitation (DC 14), read magic-------------------- Statistics-------------------- Str 13, Dex 17, Con 11, Int 12, Wis 13, Cha 18 Base Atk +1; CMB +2; CMD 16 Feats Dodge, Eschew Materials, Toughness Traits adopted, elven reflexes, magical knack Skills Acrobatics +7, Bluff +8, Climb +5, Diplomacy +8, Disable Device +11, Disguise +8 (+13 to simulate illness), Knowledge (arcana) +6, Knowledge (dungeoneering) +5 (+7 to navigate underground), Perception +10 (+11 to locate traps), Sense Motive +3, Spellcraft +6, Stealth +7, Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception Languages Common, Elven, Undercommon SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), poison use, trapfinding +1 Combat Gear potion of cure light wounds (4), wand of cure light wounds, tanglefoot bag (2), thunderstone; Other Gear arrows (20), masterwork composite shortbow, masterwork rapier, bracers of armor +1, backpack, bedroll, belt pouch, blanket, winter, climber's kit, compass, disguise kit, explorer's outfit, fishing net, grappling hook, signet ring, silk rope, spell component pouch, symptom kit, thieves' tools, masterwork, trail rations (10), waterskin, weapon cord, 24 GP, 3 SP -------------------- Special Abilities-------------------- Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Darkvision (120 feet) You can see in the dark (black and white vision only). Drow Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Spell Resistance (9) You have Spell Resistance. Symptom kit (10 uses) +5 Disguise to simulate illness. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon cord Attached weapon can be recovered as a swift action. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. History: Although he was very clearly a trueborn drow, Ainion was not raised in the Underdark. Instead, the people he knew as his parents were a wealthy half-elven suburban couple who never quite explained how they obtained him. His mother was convinced until her death that he was no drow, but instead her natural child who simply suffered from a strange skin condition, while his father was very nearly crippled with terror over unspoken fears; eventually, eventually, he would turn to drugs to suppress these concerns and fears, which would prevent him from making hard decisions about his wife’s condition. The truth about Ainion’s birth was a secret he would never learn (and remains oblivious of even now.) Born at a time when elves and drow were in a state of … well, not peace, but at least absence of war, Ainion was stolen by those he considered his parents who promptly fled to far distant lands where they lived in relative obscurity, hidden from sight by the trappings of wealth. Something of a prodigy, Ainion quickly took to sorcery and he was well-loved by all of his parents’ servants. This wealth, unfortunately, was something of a weakness as he grew up spoiled and wanting for nothing which would later cause him much grief in his later years. In time, though, he and his family were betrayed by one of the servants he cared for most, a maid that he had grown very … attached to. Through him, she saw a means to great wealth and her manipulations were so skilled, no one even realized what she was doing until the assassins arrived. And in a single night of blood and murder, his entire family put to the sword. Ainion’s narrow escape was due only to happenstance and luck and even to this day, he remains ignorant of both the whys and who. Following this near miss, Ainion spent many years on the run from additional assassins who seemed intent on capturing or killing him. This would lead him to allying with a Thieves’ Guild, though his time with them was short – only fifteen or twenty years – before they too betrayed him and he was once more forced to go on the run. Any ideas about how to get him into the party are greatly appreciated.
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Post by Gigermann on Feb 2, 2014 15:58:21 GMT -6
He's in Kanuckia, probably to get away from the assassins. He needs passage off, probably because he failed. We kinda need a new-party-member (mini-)quest, where the swap occurrs (unless we pull a Worley and leave René in charge of the ship).
He could be a friend of René, from the Thieves' Guild.
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Post by Rigil Kent on Feb 3, 2014 11:57:49 GMT -6
Or, even better, the GM uses the character for side quest.
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Post by LabRat on Feb 3, 2014 15:19:01 GMT -6
Never fear gentlemen. I have it covered...
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Post by Rigil Kent on Mar 1, 2014 0:53:02 GMT -6
AinionMale Drow Rogue 1/Sorcerer 3 CG Medium humanoid (elf) Init +9; Senses darkvision 120 ft., low-light vision; Perception +10 -------------------- Defense-------------------- AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge) hp 26 (1d8+3d6+8) Fort +2, Ref +6, Will +4; +2 vs. enchantments Immune sleep; SR 10 Weakness light blindness -------------------- Offense-------------------- Speed 30 ft. Melee masterwork rapier +3 (1d6+1/18-20) Ranged masterwork composite shortbow +5 (1d6+1/×3) Special Attacks bloodline arcana: arcane, sneak attack +1d6 Drow Spell-Like Abilities (CL 4th; concentration +8) . . 1/day— dancing lights, darkness, faerie fireSorcerer Spells Known (CL 4th; concentration +8): 1st (6/day)— identify, magic missile, shield, shocking grasp0 (at will)— acid splash, detect magic, flare (DC 14), prestidigitation (DC 14), read magic-------------------- Statistics-------------------- Str 13, Dex 17, Con 12, Int 12, Wis 13, Cha 18 Base Atk +1; CMB +2; CMD 16 Feats Dodge, Eschew Materials, Toughness Traits adopted, elven reflexes, magical knack Skills Acrobatics +7, Bluff +8, Climb +6, Diplomacy +8, Disable Device +11, Disguise +8 (+13 to simulate illness), Intimidate +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +5 (+7 to navigate underground), Knowledge (geography) +2, Perception +10 (+11 to locate traps), Profession (sailor) +5, Sense Motive +3, Spellcraft +6, Stealth +7, Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception Languages Common, Elven, Undercommon SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), metamagic adept, poison use, trapfinding +1 Combat Gear potion of cure light wounds (4), wand of cure light wounds, tanglefoot bag (2), thunderstone; Other Gear arrows (20), masterwork composite shortbow, masterwork rapier, bracers of armor +1, backpack, bedroll, belt pouch, blanket, winter, climber's kit, compass, disguise kit, explorer's outfit, fishing net, grappling hook, signet ring, silk rope, spell component pouch, symptom kit, thieves' tools, masterwork, trail rations (10), waterskin, weapon cord, 24 gp, 3 sp -------------------- Special Abilities-------------------- Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Darkvision (120 feet) You can see in the dark (black and white vision only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Drow Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Spell Resistance (10) You have Spell Resistance. Symptom kit (10 uses) +5 Disguise to simulate illness. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon cord Attached weapon can be recovered as a swift action. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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Post by Rigil Kent on Apr 4, 2014 22:40:02 GMT -6
AinionMale Drow Rogue 2/Sorcerer 3 CG Medium humanoid (elf) Init +9; Senses darkvision 120 ft., low-light vision; Perception +11 -------------------- Defense-------------------- AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 deflection, +1 dodge) hp 35 (2d8+3d6+10) Fort +3, Ref +8, Will +5; +2 vs. enchantments Defensive Abilities evasion; Immune sleep; SR 11 Weakness light blindness -------------------- Offense-------------------- Speed 30 ft. Melee masterwork rapier +6 (1d6+1/18-20) Ranged masterwork composite shortbow +6 (1d6+1/×3) Special Attacks bloodline arcana: arcane, sneak attack +1d6 Drow Spell-Like Abilities (CL 5th; concentration +10) . . 1/day— dancing lights, darkness, faerie fireSorcerer Spells Known (CL 5th; concentration +10): 1st (7/day)— identify, magic missile, shield, shocking grasp0 (at will)— acid splash, detect magic, flare (DC 15), prestidigitation (DC 15), read magic-------------------- Statistics-------------------- Str 13, Dex 17, Con 12, Int 12, Wis 13, Cha 20 Base Atk +2; CMB +3; CMD 18 Feats Arcane Armor Training, Dodge, Eschew Materials, Toughness, Weapon Finesse Traits adopted, elven reflexes, magical knack Skills Acrobatics +12, Bluff +10, Climb +6, Diplomacy +10, Disable Device +11, Disguise +9 (+14 to simulate illness), Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +5 (+7 to navigate underground), Knowledge (geography) +2, Knowledge (planes) +2, Perception +11 (+12 to locate traps), Profession (sailor) +6, Sense Motive +3, Sleight of Hand +7, Spellcraft +6, Stealth +8, Swim +6, Use Magic Device +10; Racial Modifiers +2 Perception Languages Common, Elven, Undercommon SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), metamagic adept, poison use, rogue talents (finesse rogue), trapfinding +1 Combat Gear potion of cure light wounds (4), wand of cure light wounds, tanglefoot bag (2), thunderstone; Other Gear mithral shirt, arrows (20), masterwork composite shortbow, masterwork rapier, boots of elvenkind, bracers of armor +1, cloak of resistance +1, elixir of swimming, headband of alluring charisma +2, ring of protection +1, robe of useful items, backpack, bedroll, belt pouch, blanket, winter, climber's kit, compass, disguise kit, explorer's outfit, fishing net, grappling hook, signet ring, silk rope, spell component pouch, symptom kit, thieves' tools, masterwork, trail rations (10), waterskin, weapon cord, 1,121 gp, 5 sp, 5 cp -------------------- Special Abilities-------------------- Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Darkvision (120 feet) You can see in the dark (black and white vision only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Drow Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Spell Resistance (11) You have Spell Resistance. Symptom kit (10 uses) +5 Disguise to simulate illness. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon cord Attached weapon can be recovered as a swift action. -------------------- 9 Patches Gems, 10 (100gp) Portable ram Coffer, silver (6inby6inby1ft), 500gp value Mule, w/saddle bags War dogs, pair Window (2ftby4ftup to 2ft deep) Pit open (10'by10'by10') Mule, w/saddle bag Ladder, wooden (24' long) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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Post by Rigil Kent on Apr 11, 2014 21:24:03 GMT -6
With GM Approval (based on play), swapped Rogue levels with Bard. Reworked skills. AinionMale Drow Bard (Arcane Duelist) 2/Sorcerer 3 CG Medium humanoid (elf) Init +7; Senses darkvision 120 ft., low-light vision; Perception +11 -------------------- Defense-------------------- AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 deflection, +1 dodge) hp 35 (2d8+3d6+10) Fort +4, Ref +8, Will +8; +2 vs. enchantments Immune sleep; SR 11 Weakness light blindness -------------------- Offense-------------------- Speed 30 ft. Melee masterwork rapier +4 (1d6+1/18-20) Ranged masterwork composite shortbow +6 (1d6+1/×3) Special Attacks bardic performance 11 rounds/day (distraction, fascinate, inspire courage +1, rallying cry), bloodline arcana: arcane Drow Spell-Like Abilities (CL 5th; concentration +10) . . 1/day— dancing lights, darkness, faerie fireBard (Arcane Duelist) Spells Known (CL 2nd; concentration +7): 1st (4/day)— charm person (DC 16), comprehend languages, disguise self0 (at will)— ghost sound (DC 15), know direction, lullaby (DC 15), mending, messageSorcerer Spells Known (CL 5th; concentration +10): 1st (7/day)— identify, magic missile, shield, shocking grasp0 (at will)— acid splash, detect magic, flare (DC 15), prestidigitation (DC 15), read magic-------------------- Statistics-------------------- Str 13, Dex 17, Con 12, Int 12, Wis 13, Cha 20 Base Atk +2; CMB +3; CMD 18 Feats Arcane Armor Training, Arcane Strike, Combat Casting, Dodge, Eschew Materials, Toughness Traits magical knack, resilient Skills Acrobatics +12, Bluff +10, Climb +5, Diplomacy +10, Disable Device +7, Disguise +9 (+14 to simulate illness), Intimidate +9, Knowledge (arcana) +5, Knowledge (geography) +5, Perception +11, Perform (oratory) +10, Profession (sailor) +6, Sense Motive +8, Sleight of Hand +7, Spellcraft +5, Stealth +7, Swim +3; Racial Modifiers +2 Perception Languages Common, Elven, Undercommon SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), metamagic adept, poison use Combat Gear potion of cure light wounds (4), wand of cure light wounds, tanglefoot bag (2), thunderstone; Other Gear mithral shirt, arrows (20), masterwork composite shortbow, masterwork rapier, boots of elvenkind, cloak of resistance +1, elixir of swimming, headband of alluring charisma +2, ring of protection +1, robe of useful items, backpack, bedroll, belt pouch, blanket, winter, climber's kit, compass, disguise kit, explorer's outfit, fishing net, grappling hook, signet ring, silk rope, spell component pouch, symptom kit, thieves' tools, masterwork, trail rations (10), waterskin, weapon cord, 1,121 gp, 5 sp, 5 cp -------------------- Special Abilities-------------------- Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects. Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC. Combat Casting +4 to Concentration checks to cast while on the defensive. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Darkvision (120 feet) You can see in the dark (black and white vision only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Drow Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Resistance (11) You have Spell Resistance. Symptom kit (10 uses) +5 Disguise to simulate illness. Weapon cord Attached weapon can be recovered as a swift action. -------------------- 9 Patches Gems, 10 (100gp) Portable ram Coffer, silver (6inby6inby1ft), 500gp value Mule, w/saddle bags War dogs, pair Window (2ftby4ftup to 2ft deep) Pit open (10'by10'by10') Mule, w/saddle bag Ladder, wooden (24' long) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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Post by Rigil Kent on May 4, 2014 22:16:52 GMT -6
Ainion has been doing a lot of reading and listening in this time, thus expanding his wealth of knowledge. Ser AinionMale Drow Bard (Arcane Duelist) 3/Sorcerer 3 CG Medium humanoid (elf) Init +8; Senses darkvision 120 ft., low-light vision; Perception +12 -------------------- Defense-------------------- AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 deflection, +1 dodge) hp 49 (3d8+3d6+18) Fort +6, Ref +9, Will +8; +2 vs. enchantments Immune sleep; SR 12 Weakness light blindness -------------------- Offense-------------------- Speed 30 ft. Melee masterwork rapier +4 (1d6+1/18-20) Ranged masterwork composite shortbow +7 (1d6+1/×3) Special Attacks bardic performance 13 rounds/day (distraction, fascinate, inspire competence +2, inspire courage +1, rallying cry), bloodline arcana: arcane Drow Spell-Like Abilities (CL 6th; concentration +11) . . 1/day— dancing lights, darkness, faerie fireBard (Arcane Duelist) Spells Known (CL 3rd; concentration +8): 1st (5/day)— charm person (DC 16), comprehend languages, disguise self, hideous laughter (DC 16)0 (at will)— ghost sound (DC 15), know direction, lullaby (DC 15), mending, message, spark (DC 15)Sorcerer Spells Known (CL 5th; concentration +10): 1st (7/day)— identify, magic missile, shield, shocking grasp0 (at will)— acid splash, detect magic, flare (DC 15), prestidigitation, read magic-------------------- Statistics-------------------- Str 13, Dex 19, Con 14, Int 12, Wis 13, Cha 20 Base Atk +3; CMB +3; CMD 20 Feats Arcane Armor Training, Arcane Strike, Combat Casting, Dodge, Eschew Materials, Toughness Traits magical knack, resilient Skills Acrobatics +13, Bluff +10, Climb +5, Diplomacy +12, Disable Device +8, Disguise +9 (+14 to simulate illness), Intimidate +9, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Perception +12, Perform (oratory) +10, Profession (sailor) +6, Sense Motive +8, Sleight of Hand +8, Spellcraft +6, Stealth +8, Swim +3; Racial Modifiers +2 Perception Languages Common, Elven, Undercommon SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), metamagic adept, poison use Combat Gear potion of cure light wounds (4), wand of cure light wounds, tanglefoot bag (2), thunderstone; Other Gear mithral shirt, arrows (20), masterwork composite shortbow, masterwork rapier, belt of physical might (dex & con +2), boots of elvenkind, cloak of resistance +1, elixir of swimming, headband of alluring charisma +2, ring of protection +1, robe of useful items, backpack, bedroll, belt pouch, blanket, winter, climber's kit, compass, disguise kit, explorer's outfit, fishing net, grappling hook, signet ring, silk rope, spell component pouch, symptom kit, thieves' tools, masterwork, trail rations (10), waterskin, weapon cord, 1,121 gp, 5 sp, 5 cp -------------------- Special Abilities-------------------- Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Performance (standard action) (13 rounds/day) Your performances can create magical effects. Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC. Combat Casting +4 to Concentration checks to cast while on the defensive. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Darkvision (120 feet) You can see in the dark (black and white vision only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Drow Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Resistance (12) You have Spell Resistance. Symptom kit (10 uses) +5 Disguise to simulate illness. Weapon cord Attached weapon can be recovered as a swift action. -------------------- 9 Patches Gems, 10 (100gp) Portable ram Coffer, silver (6inby6inby1ft), 500gp value Mule, w/saddle bags War dogs, pair Window (2ftby4ftup to 2ft deep) Pit open (10'by10'by10') Mule, w/saddle bag Ladder, wooden (24' long) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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