Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
@DragonParadox, I updated the character sheets a bit.
Added Kori's cloak, Gorok's sword, Warty's armor, and made a note on Mina's staff that the Ghost Sound spell had been replaced by Echo.
Also added a spoilered picture of Kori's Human appearance when using his cloak, if you want to keep it for reference.
Added Kori's cloak, Gorok's sword, Warty's armor, and made a note on Mina's staff that the Ghost Sound spell had been replaced by Echo.
Also added a spoilered picture of Kori's Human appearance when using his cloak, if you want to keep it for reference.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 5 (16958 XP/23000 XP)
Class: Oracle 5 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Common, Draconic, Goblin)
HP: 42
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 4 (CHA) = 14 + spell level
Base Attack: +3
STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
18 (+4) Charisma
SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 1 + 2 (DEX) = +3
WILL: 4 + 0 (WIS) = +4
Special:
+4 bonus to Will saves vs Enchantment effects
SKILLS:
Bluff: 8 + 4 (CHA) + 3 (SF) = 15
Disguise: 4 + 4 + 3 (Morale) = 11
Intimidate: 8 + 4 (CHA) + 3 (Morale) = 15
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 8 + 0 (WIS) + 1 (Seeker) = 9
Sense Motive: 8 + 0 (WIS) + 4 (CHA) = 12
Spellcraft: 6 + 1 (INT) = 7
Stealth: 8 + 2 (DEX) + 3 (SF) + 3 (Morale) + 2 (CoD)* = 16/18*
BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 8 + 1 (INT) = 9
Spells Known (CL 5):
Level 0: Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (7/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (5/Day)
Special Abilities:
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day
Cloak of Human Guise
Aura faint illusion; CL 1st
Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.
Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description:This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.
Equipment of Note: Cloak of Human Guise, Drow Spidersilk Armor, Gloom Blade, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar
Companions
Cob the Goblin Rogue
Gorok the Lizardfolk Ranger
Mina the Changeling Witch
Sirim the Nidalese Shade
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 5 (16958 XP/23000 XP)
Class: Oracle 5 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Common, Draconic, Goblin)
HP: 42
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 4 (CHA) = 14 + spell level
Base Attack: +3
- Heavy Crossbow: +3 (BAB) + 2 (DEX) = +5 [1d10/x2]
- w/Divine Favor: +7 [1d10+2]
- Masterwork Dagger: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d4-1; 19-20/x2]
- w/Divine Favor: +9 [1d4+1]
- Gloom Blade:
- In Bright Illumination: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +6 [1d6-1; 19-20/x2]
- In Dim Light: +3 (BAB) + 2 (DEX) + 1 (Enhancement) = +6 [1d6; 19-20/x2]
- In Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]
- In Supernatural Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
- w/Divine Favor: Increase attack and damage bonus by +2.
STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
18 (+4) Charisma
SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 1 + 2 (DEX) = +3
WILL: 4 + 0 (WIS) = +4
Special:
+4 bonus to Will saves vs Enchantment effects
SKILLS:
Bluff: 8 + 4 (CHA) + 3 (SF) = 15
Disguise: 4 + 4 + 3 (Morale) = 11
Intimidate: 8 + 4 (CHA) + 3 (Morale) = 15
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 8 + 0 (WIS) + 1 (Seeker) = 9
Sense Motive: 8 + 0 (WIS) + 4 (CHA) = 12
Spellcraft: 6 + 1 (INT) = 7
Stealth: 8 + 2 (DEX) + 3 (SF) + 3 (Morale) + 2 (CoD)* = 16/18*
BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 8 + 1 (INT) = 9
Spells Known (CL 5):
Level 0: Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (7/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (5/Day)
Special Abilities:
- Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
- See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
- Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 5 hours per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
- Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
- Light Sensitivity: You are Dazzled in areas of bright light.
- Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
- Friendless:You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
- 5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day
Cloak of Human Guise
Aura faint illusion; CL 1st
Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.
Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description:This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.
Equipment of Note: Cloak of Human Guise, Drow Spidersilk Armor, Gloom Blade, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar
Companions
Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age: 14-ish
Race: Goblin (Small Humanoid)
Level: 5
Class: Unchained Rogue 5 (16398 XP/23000 XP)
Feats: Dampen Presence, Deft Maneuvers, Roll With It, Skill Focus (Stealth), Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)
HP: 42
AC: 10 + 4 (DEX) + 1 (Size) + 4 (Mithril Chain Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +3
STATS:
8 (-1) Strength
19 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 4 + 4 (DEX) + 1 (DS)* + 2 (Ring) = +10/*11 (to avoid traps)
WILL: 1 + 2 (WIS) = +3
SKILLS:
Acrobatics: 8 + 4 (DEX) = 12
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 8 + 4 (DEX) + 2 (TF) = 14
Escape Artist: 8 + 4 (DEX) = 12
Knowledge (Dungeoneering): 8 + 2 (INT) = 10
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 8 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 15/*17 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 7 + 4 (DEX) = 11
Stealth: 8 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 25
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5
BACKGROUND SKILLS:
Craft (Alchemy): 8 + 2 (INT) = 10
Knowledge (Engineering): 7 + 2 (INT) + 1 (Trait) = 10
Linguistics: 4 + 2 (INT) = 6
Special Abilities:
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.
Bane Dagger
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil
Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape
Abilities:
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Equipment of Note: Bane Dagger (Devil), Common Thieves Tools, Dagger x4, Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool
Alias: N/A
Alignment: Chaotic Neutral
Age: 14-ish
Race: Goblin (Small Humanoid)
Level: 5
Class: Unchained Rogue 5 (16398 XP/23000 XP)
Feats: Dampen Presence, Deft Maneuvers, Roll With It, Skill Focus (Stealth), Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)
HP: 42
AC: 10 + 4 (DEX) + 1 (Size) + 4 (Mithril Chain Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +3
- Stonebow: 3 (BAB) + 1 (Size) + 4 (DEX) = +8
- Damage: 1d6 [x2], +3d6 damage with Sneak Attack
- Switchblade: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (MW) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+4 [19-20/x2], +3d6 damage with Sneak Attack
- Bane Dagger: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (Enhancement) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
- Special vs Devils:
- Attack: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 3 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+2d6+7 [19-20/x2], +3d6 damage with Sneak Attack
- Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
STATS:
8 (-1) Strength
19 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 4 + 4 (DEX) + 1 (DS)* + 2 (Ring) = +10/*11 (to avoid traps)
WILL: 1 + 2 (WIS) = +3
SKILLS:
Acrobatics: 8 + 4 (DEX) = 12
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 8 + 4 (DEX) + 2 (TF) = 14
Escape Artist: 8 + 4 (DEX) = 12
Knowledge (Dungeoneering): 8 + 2 (INT) = 10
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 8 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 15/*17 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 7 + 4 (DEX) = 11
Stealth: 8 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 25
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5
BACKGROUND SKILLS:
Craft (Alchemy): 8 + 2 (INT) = 10
Knowledge (Engineering): 7 + 2 (INT) + 1 (Trait) = 10
Linguistics: 4 + 2 (INT) = 6
Special Abilities:
- Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
- Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
- Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
- Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
- Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
- Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
- Rogue's Edge:
- Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
- Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
- Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
- Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
- Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.
Bane Dagger
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil
Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape
Abilities:
- +2 Enhancement Bonus to Reflex Saves
- The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
- The wearer may cast Wrath 1/Day
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Equipment of Note: Bane Dagger (Devil), Common Thieves Tools, Dagger x4, Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool
Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 5 (16264 XP/23000 XP)
Class: Ranger 5 (Lantern Bearer)
Feats: Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Great Axe)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)
HP: 53
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +9/11* (underground or in dungeons)
Base Attack: +5; Additional +2 attack & damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
STATS:
14 (+2) Strength
17 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 4 + 3 (CON) + 4 (PS)* = +7/11* (vs poison)
REFLEX: 4 + 3 (DEX) = +7
WILL: 1 + 2 (WIS) = +3
SKILLS:
Climb: 8 + 2 (STR) = 10
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 8 + 0 (INT) = 8
Perception: 8 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 11/13* (underground or in dungeons)
Ride: 6 + 3 (DEX) = 9
Stealth: 8 + 3 (DEX) + 1 (Trait) + 2 (FT)* = 12/14* (underground or in dungeons)
Survival: 8 + 2 (WIS) + 2 (Track)* + 2 (FT)** + 5 (Spectacles)* = 10/17* (to follow tracks) or 14/19** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14
BACKGROUND SKILLS:
Handle Animal: 8 - 1 (CHA) = 7
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 5 + 2 (WIS) = 7
Spells Prepared (CL 2):
Level 1: Keep Watch, Lead Blades
Special Abilities:
Equipment of Note: Bone Earthbreaker, Falchion (+1), Masterwork Chainmail Barding (Warty), Masterwork Greataxe, Scale Mail
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 5 (16264 XP/23000 XP)
Class: Ranger 5 (Lantern Bearer)
Feats: Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Great Axe)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)
HP: 53
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +9/11* (underground or in dungeons)
Base Attack: +5; Additional +2 attack & damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
- Natural Attacks: 2 Claws: +8 (1d4+2) & 1 Bite: +8 (1d3+2)
- Masterwork Greataxe: +5 + 1 (MW) + 2 (STR) + 1 (WF) = +9 [Damage: 1d12 + 3 (1-1/2 STR); x3]
- w/Power Attack: +7 [Damage: 1d12 + 9 (1-1/2 STR) (x3)]
- Falchion (+1): +5 + 1 (Enhancement) + 2 (STR) = +8 [Damage: 2d4 + 1 (Enhancement) + 3 (1-1/2 STR); 18-20/x2]
- w/Power Attack: +6 [Damage: 2d4 + 1 (Enhancement) + 9 (1-1/2 STR); 18-20/x2]
STATS:
14 (+2) Strength
17 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 4 + 3 (CON) + 4 (PS)* = +7/11* (vs poison)
REFLEX: 4 + 3 (DEX) = +7
WILL: 1 + 2 (WIS) = +3
SKILLS:
Climb: 8 + 2 (STR) = 10
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 8 + 0 (INT) = 8
Perception: 8 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 11/13* (underground or in dungeons)
Ride: 6 + 3 (DEX) = 9
Stealth: 8 + 3 (DEX) + 1 (Trait) + 2 (FT)* = 12/14* (underground or in dungeons)
Survival: 8 + 2 (WIS) + 2 (Track)* + 2 (FT)** + 5 (Spectacles)* = 10/17* (to follow tracks) or 14/19** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14
BACKGROUND SKILLS:
Handle Animal: 8 - 1 (CHA) = 7
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 5 + 2 (WIS) = 7
Spells Prepared (CL 2):
Level 1: Keep Watch, Lead Blades
Special Abilities:
- Enhanced Vision (Ex): Gorok gains Low-Light Vision.
- Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
- Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks.
- Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level -3.
- Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
- Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
- Favored Enemies:
- Magical Beasts: Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
- Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0
DEFENSE
AC 20, Touch 10, Flat-Footed 19 (+1 Dex, +6 Natural, -1 Size, +4 Armor)
HP 42 (3d10+18)
Fort +8, Ref +5, Will +1
OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +6 (2d8+5)
Ranged Slime Squirt +4 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime
STATISTICS
Str 19, Dex 12, Con 22, Int 2, Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 19 (23 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B), Toughness
Skills Acrobatics +15, Climb +16, Escape Artist +5, Swim +8; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker
SPECIAL ABILITIES
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0
DEFENSE
AC 20, Touch 10, Flat-Footed 19 (+1 Dex, +6 Natural, -1 Size, +4 Armor)
HP 42 (3d10+18)
Fort +8, Ref +5, Will +1
OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +6 (2d8+5)
Ranged Slime Squirt +4 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime
STATISTICS
Str 19, Dex 12, Con 22, Int 2, Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 19 (23 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B), Toughness
Skills Acrobatics +15, Climb +16, Escape Artist +5, Swim +8; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker
SPECIAL ABILITIES
- Animal Companion:
- Tricks: Aid, Attack, Come, Defend, Guard, Heel, Sneak, Stay
- Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
- Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
- Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.
Equipment of Note: Bone Earthbreaker, Falchion (+1), Masterwork Chainmail Barding (Warty), Masterwork Greataxe, Scale Mail
Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 4 (16364 XP/23000 XP)
Class: Witch 5 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)
HP: 34
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 2 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +2
STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
19 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma
SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 2 (DEX) = 3
WILL: 4 + 1 (WIS) = 5
SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 7 + 4 (INT) + 1 (CoT) = 12
Knowledge (The Planes): 7 + 4 (INT) = 11
Spellcraft: 7 + 4 (INT) = 11
Stealth: 8 + 1 (DEX) + 3 (Familiar) = 12
Use Magic Device: 5 + 1 (CHA) = 6
BACKGROUND SKILLS:
Knowledge (History): 8 + 4 (INT) = 12
Knowledge (Nobility): 8 + 4 (INT) + 1 (CoT) = 13
Spell-Like Abilities (CL 5):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)
Spells Known (CL 5):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt, Remove Sickness, Positive Pulse
Level 2: Glitterdust, Greater Detect Magic, Invisibility
Level 3: Dispel Magic, Heroism
Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1: Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
Level 2: Glitterdust, Invisibility, Web
Level 3: Dispel Magic, Heroism
Special Abilities:
Equipment of Note: Armored Kilt, Dagger, Stonebow, Healer's Kit, Illusionist's Staff (Replace Ghost Sound spell with Echo)
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 4 (16364 XP/23000 XP)
Class: Witch 5 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)
HP: 34
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 2 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +2
- Dagger: 2 + 2 (DEX) = +4 [1d4-1]
- Stonebow: 2 + 2 (DEX) = +4 [1d6; x2]
STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
19 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma
SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 2 (DEX) = 3
WILL: 4 + 1 (WIS) = 5
SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 7 + 4 (INT) + 1 (CoT) = 12
Knowledge (The Planes): 7 + 4 (INT) = 11
Spellcraft: 7 + 4 (INT) = 11
Stealth: 8 + 1 (DEX) + 3 (Familiar) = 12
Use Magic Device: 5 + 1 (CHA) = 6
BACKGROUND SKILLS:
Knowledge (History): 8 + 4 (INT) = 12
Knowledge (Nobility): 8 + 4 (INT) + 1 (CoT) = 13
Spell-Like Abilities (CL 5):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)
Spells Known (CL 5):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt, Remove Sickness, Positive Pulse
Level 2: Glitterdust, Greater Detect Magic, Invisibility
Level 3: Dispel Magic, Heroism
Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1: Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
Level 2: Glitterdust, Invisibility, Web
Level 3: Dispel Magic, Heroism
Special Abilities:
- Hexes: Abeyance, Cackle, Evil Eye, Healing, Slumber
- Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
- Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 8 (34/4)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2-4), bite +6 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +7, Stealth +16; Knowledge (Arcana) +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +6, Knowledge (The Planes) +15
Racial Modifiers: +4 Climb, +4 Stealth
SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.
Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 8 (34/4)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2-4), bite +6 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +7, Stealth +16; Knowledge (Arcana) +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +6, Knowledge (The Planes) +15
Racial Modifiers: +4 Climb, +4 Stealth
SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.
Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
- Current Evolution:
- Skilled (Knowledge: The Planes): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.
Equipment of Note: Armored Kilt, Dagger, Stonebow, Healer's Kit, Illusionist's Staff (Replace Ghost Sound spell with Echo)
Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 5 (15774 XP/23000 XP)
Class: Wizard 5 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials, Spell Focus (Illusion)(B), Spell Specialization (Shadow Enchantment)
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril
HP: 27
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) + 1 (Shadow Conjuration, Shadow Evocation, Shadow Enchantment) + spell level
Spell Resistance: 14
Base Attack: +2
STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
7 (-2) Charisma
SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 4 (DEX) = 4
WILL: 4 + 1 (WIS) = 5
SKILLS:
Bluff: 8 + 4 (INT) = 12
Diplomacy: 8 + 4 (INT) = 12
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 8 + 4 (INT) = 12
Spellcraft: 8 + 4 (INT) = 12
Stealth: 8 + 4 (DEX) +8 (Size) +1 (Trait) = 21
BACKGROUND SKILLS:
Knowledge (History): 7 + 4 (INT) = 11
Knowledge (The Planes): 8 + 4 (INT) = 12
Linguistics: 1 + 4 (INT) = 5
Spells Known (CL 5; +1 Shadow Conjuration/Shadow Evocation, +2 Shadow Enchantment):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm, Positive Pulse, Magic Weapon , Shield
Level 2: Darkness, Greater Detect Magic, Hypnotic Pattern, Invisibility, Mirror Image, Twisted Space, With the Wind, Lesser Angelic Aspect
Level 3: Haste, Shadow Enchantment, Dispel Magic
Spells Prepared:
Level 0 (4): Detect Magic, Jolt, Mage Hand, Prestidigitation (At Will)
Level 1 (4+I): Color Spray, Mage Armor (uses 2 slots), Shield, Silent Image
Level 2 (3+I): Hypnotic Pattern, Invisibility, Lesser Angelic Aspect, Mirror Image
Level 3 (2+I): Dispel Magic, Haste, Shadow Enchantment
Special Abilities:
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 5 (15774 XP/23000 XP)
Class: Wizard 5 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials, Spell Focus (Illusion)(B), Spell Specialization (Shadow Enchantment)
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril
HP: 27
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) + 1 (Shadow Conjuration, Shadow Evocation, Shadow Enchantment) + spell level
Spell Resistance: 14
Base Attack: +2
- Tendril +8 (2d6 negative energy plus cloying shade) (Reach 5 ft)
STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
7 (-2) Charisma
SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 4 (DEX) = 4
WILL: 4 + 1 (WIS) = 5
SKILLS:
Bluff: 8 + 4 (INT) = 12
Diplomacy: 8 + 4 (INT) = 12
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 8 + 4 (INT) = 12
Spellcraft: 8 + 4 (INT) = 12
Stealth: 8 + 4 (DEX) +8 (Size) +1 (Trait) = 21
BACKGROUND SKILLS:
Knowledge (History): 7 + 4 (INT) = 11
Knowledge (The Planes): 8 + 4 (INT) = 12
Linguistics: 1 + 4 (INT) = 5
Spells Known (CL 5; +1 Shadow Conjuration/Shadow Evocation, +2 Shadow Enchantment):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm, Positive Pulse, Magic Weapon , Shield
Level 2: Darkness, Greater Detect Magic, Hypnotic Pattern, Invisibility, Mirror Image, Twisted Space, With the Wind, Lesser Angelic Aspect
Level 3: Haste, Shadow Enchantment, Dispel Magic
Spells Prepared:
Level 0 (4): Detect Magic, Jolt, Mage Hand, Prestidigitation (At Will)
Level 1 (4+I): Color Spray, Mage Armor (uses 2 slots), Shield, Silent Image
Level 2 (3+I): Hypnotic Pattern, Invisibility, Lesser Angelic Aspect, Mirror Image
Level 3 (2+I): Dispel Magic, Haste, Shadow Enchantment
Special Abilities:
- Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
- Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
- Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
- Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
- Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
- Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
- Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
- Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.