Maeglor bay
Male Elf Sorcerer (Crossblooded) 1/Wizard 5
CG Medium humanoid (elf, orc)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +12

Defense

AC 16, touch 13, flat-footed 14 (+2 shield, +2 Dex, +1 natural, +1 deflection)
hp 31 (6d6+5)
Fort +2, Ref +4, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness light sensitivity

Offense

Speed 30 ft.
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +1):
1st (3/day)—shield
0 (at will)—acid splash, detect magic, read magic
Wizard Spells Prepared (CL 6th; concentration +12):
3rd (2/day)—focus fireball (DC 21), focus fireball (x2) (DC 21)
2nd (4/day)—false life, mirror image (x2), glitterdust (DC 18), burning arc (DC 20)
1st (5/day)—vanish, magic missile, mage armor, burning hands (DC 19), burning hands (DC 19), ray of enfeeblement (DC 17)
0 (at will)—ray of frost, open/close (DC 16), mage hand, message

Statistics

Str 7, Dex 14, Con 10, Int 23, Wis 12, Cha 11
Base Atk +2; CMB +0; CMD 13
Feats Empower Spell, Eschew Materials, Focused Spell, Greater Spell Focus (evocation), Run, Spell Focus (evocation), Spell Specialization
Traits magical knack, wayang spell hunter
Skills Acrobatics +2 (+6 to jump with a running start), Craft (tattoo) +17, Intimidate +9, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (nature) +10, Knowledge (planes) +14, Knowledge (religion) +10, Perception +12, Sense Motive +3, Spellcraft +15 (+17 to determine the properties of a magic item), Use Magic Device +9
Languages Azlanti, Celestial, Common, Draconic, Elven, Hallit, Kelish, Tien
SQ arcane bonds (mushu, scorpion, greensting), bloodlines (draconic (red dragon (fire)), orc), elven magic, intense spells, opposition schools (abjuration, divination), specialized schools (admixture), touch of rage, versatile evocation
Combat Gear Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Piercing metamagic rod (lesser) (3/day), Selective metamagic rod (lesser) (3/day); Other Gear +1 Mithral Buckler, Amulet of natural armor +1, Cloak of resistance +1, Headband of vast intelligence +2 (Use Magic Device, Ring of protection +1, Artisan's tools, masterwork (Craft (tattoo)), Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Soap, Spellbook, Tent, medium, Trail rations, Waterskin, 972 GP, 3 SP, 9 CP

Special Abilities

+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Admixture Associated School: Evocation
Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
Darkvision (60 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.
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
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.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Spell You can cast a spell that gains +2 DC against one of its multiple targets.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells +2 (Su) Evocation spells deal listed extra damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Master of Trade (1/session) Gain 10% discount on non-spellcasting/material component purchase.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Piercing metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing 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, Piercing Spell; Cost 1,500 gp
Porter (6 @ 45.5 lbs) Carry 100 lbs at full speed, or up to 300 lbs at encumbered speed.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Selective metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells 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, Selective Spell; Cost 1,500 gp
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 (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Touch of Rage +1 (3/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1.


Mushu
Scorpion, Greensting
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +13

Defense

AC 21, touch 15, flat-footed 18 (+3 Dex, +2 size, +6 natural)
hp 15 (1d8)
Fort +2, Ref +4, Will +6
Immune mind-affecting effects

Offense

Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison

Statistics

Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Skill Focus (Intimidate), Weapon Finesse
Skills Climb +7, Fly +7, Intimidate +5, Perception +13, Spellcraft +5, Stealth +19, Use Magic Device +2; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison - Sicken (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


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.
Attention. La page que vous visitez fait partie d'un wiki de partie et ne présente donc pas un contenu officiel,
ou si elle le fait, c'est par besoin pour la partie à laquelle elle est liée.
N'hésitez pas à naviguer dans une autre section si vous cherchez des informations sur du contenu officiel publié par Paizo Inc ou d'autres
ressources, par le menu de navigation à droite ou le bandeau de navigation en haut de page.