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Firin

Player: Ryan
Male elf necromancer 13 - CR 12
Lawful Evil Humanoid (Elf); Deity: Urgathoa; Age: 124;
Height: 6' 1"; Weight: 127lb.; Eyes: grey; Hair: Black;
Skin: fair
Ability

Score

STR

10

18/22

+4/+6

12/16

+1/+3

21/25

+5/+7

12/16

+1/+3

16

+3

STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

Total

FORTITUDE

+10 =

(CONSTITUTION)

Modifier

Base

Ability

Resist

+4

+3

+3

Skill Name

Acrobatics

Notes

Elven Immunities: +2 vs. enchantments, Bless: +1 morale


vs. fear

REFLEX

+14 =

(DEXTERITY)

+4

+6

+3

Knowledge (dungeoneering)

+1

Elven Immunities: +2 vs. enchantments, Bless: +1 morale


vs. fear

+14 =

Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Knowledge (Undead)
Linguistics
Perception
Profession (sailor)
Ride
Sense Motive
Spellcraft

(WISDOM)

+8

+3

+3

Elven Immunities: +2 vs. enchantments, Bless: +1 morale


vs. fear

Elven Immunities
Total

27

Touch AC

Elven Immunities - Sleep

Armor Shield Dex

=
10

CM Bonus
CM Defense

Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (arcana)
Knowledge (engineering)

WILL

AC

Appraise
Bluff
Climb
Craft (alchemy)
Craft (blacksmith)
Craft (carpentry)
Craft (sculpture)
Craft (stonemasonry)

Temp

+4

+4

18
+8
24

Size Natur Deflec Dodge Misc

+6

+1

+1

Flat-Footed AC
=
= 10

+1

20

BAB

Strength

Size

Misc

+6

+0

BAB

Strength

Dexterity

Size

+6

+0

+6

Hero Points

HP

Base Attack

+6

Initiative

+6

Speed

30 / 60 ft

100

Damage / Current HP

Ranks

DEX (6)

Temp

Knowledge (geography)

+11
+4
+7
+23
+9
+9
+9
+9
+4
+3
+6
+14
+3
+4
+22
+20
+11
+11
+11
+11
+11
+11
+12
+18
+23
+15
+13
+13
+6
+4
+23

INT (7)
CHA (3)
STR (0)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
CHA (3)
CHA (3)
DEX (6)
DEX (6)
WIS (3)
CHA (3)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
INT (7)
WIS (3)
WIS (3)
DEX (6)
WIS (3)
INT (7)

1
1
2
13
1
1
1
1
1
5
1
12
10
1
1
1
1
1
1
2
8
13
5
8
7
1
13

Elven Magic: +2 to identify magic item properties

Stealth
Survival
Swim
Use Magic Device

+1 Monstrous Humanoid-bane frost light


crossbow
Crit: 19-20/2
Ranged: +13/+13/+8,
1d8+1 plus

2d6 vs. Monstrous Humanoid


plus 1d6 col
Ranged, both hands: +15/+15/+10,
1d8+1 plus 2d6 vs. Monstrous
Humanoid plus 1d6 col

Ability

+6

Speed greater/less than 30 ft. : +12 to jump

Temporary

Misc

Total

Rng: 80'
2-hand, P

+8
+3
+8
+4

DEX (6)
WIS (3)
STR (0)
CHA (3)

2
3
1

Feats
Command Undead (10/day, DC 19)
Channel energy can take control of undead.

Craft Wand
You can create magic wands.

Elemental Spell (Electricity)


You can cast a spell with half or all its damage type replaced with this feat's
damage type.

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.

Feats

Experience & Wealth

Elven Weapon Proficiencies


You are proficient with the Longsword, Rapier, Longbow (including Composite
Longbow) and Shortbow (including Composite Shortbow).

Empower Spell

Gear

Numeric effects of a spell are increased 50%. +2 Levels.

Eschew Materials

Total Weight Carried: 12/100 lbs, Light Load


(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs)

Cast spells without materials, if component cost is 1 gp or less.

Greater Spell Focus (Necromancy)


+1 to the Save DC of spells from one school.

Persistent Spell
Foes must succeed at 2 saves or suffer the spell's full effects.

Scribe Scroll
You can create magic scrolls.

Selective Spell
You can cast a spell that does not affect some targets within its area.

Spell Focus (Necromancy)


Spells from one school of magic have +1 to their save DC.

Spell Penetration
+2 to caster levels checks to overcome spell resistance.

Wizard Weapon Proficiencies


You are proficient with the Dagger, Crossbow (Light and Heavy) and Quarterstaff.

Traits
Magical Lineage (Ray of Enfeeblement)
A chosen spell counts as 1 level lower when metamagic feats are applied to it.

Riftwarden Orphan
You bear a strange birthmark on your body - something you've learned is the
Sign of the Seeker's Spiral, a rune associated with the secret society known as
the Riftwardens. You have researched this rune, and have learned that the mark
sometimes appears on the children of Riftwardens who have been exposed to
particularly strange planar energies. Unfortunately, you never knew your parents,
Dagger
for you were raised by a foster family in Kenabres. Your foster family has
confirmed that both of your parents were Riftwardens, and has further confirmed
Crit: 19-20/2
that your parents went missing on a secret mission into the Worldwound
less than
Rng:
a month after you were born. You're not sure what happened to them, but
you're10'
certain they're dead - and your gut tells you that the one who murderedLight,
them yetP/S
lives! In any event, you've long felt magic in your blood, and casting spells comes
easily to you. You gain a +2 traitLongsword
bonus on all concentration checks.

Main hand: +8/+8/+3, 1d4


Ranged: +14/+14/+9, 1d4

Associated Mythic Path : Archmage.


Crit: 19-20/2
Main
1d8
The PChand:
gains a +4 +8/+8/+3,
trait bonus on caster
level checks to penetrate a demon's spell
1-hand, S
resistance.
Once per+8/+8/+3,
day, he can recharge
Both
hands:
1d8a charged magic item by expending
one use of mythic power. Doing so adds a number of charges equal to 1d10 + his
mythic tier to the item, up to Unarmed
its normal maximum
strike
number of charges.

Multiplehand:
Characters+8/+8/+3,
: You should be siblings
that takes
Crit: 2
Main
1d3 with any other character
this trait, so that you share the same missing parents. Your
parentsB,
could
even be
Light,
Nonlethal
foster
parents.
nonlethal

Gear
Total Weight Carried: 12/100 lbs, Light Load
(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs)
+1 Monstrous Humanoid-bane frost light crossbow
Alchemist's lab <In: Dropped to ground (1 @ 40
lbs)> of natural armor +1
Amulet
Artisan's outfit (Free)
Cloak of resistance +3
Dagger
Dead Hand (6/day)
Deathgag elixir
Giant wasp poison x2
Gloves of swimming and climbing
Headband of vast intelligence +4 (Craft [alchemy],
Knowledge [Undead])
Longsword
Lukwalla crystals
Money
Necklace of adaptation
Pearl of power (3rd level, 1/day)

Experience Points: 315030/445000


Current Cash: 35 gp

4 lbs
40 lbs
0.1 lbs
1 lb
1 lb
4 lbs
0.7 lbs
0.1 lbs
-

Phase spider poison


Potion of barkskin +2
Potion of cure light wounds x2
Potion of cure light wounds x6
Potion of cure light wounds x6
Potion of cure moderate wounds x2
Potion of cure moderate wounds x3
Potion of cure serious wounds
Potion of cure serious wounds
Potion of fox's cunning
Potion of invisibility
Potion of restoration, lesser x2
Potion of water breathing
Ring
Ring of protection +1
Ring of sustenance
Scroll of displacement
Scroll of silent image
Scroll of spectral hand, vampiric touch
Scroll of touch of the sea, touch of the sea, touch of the sea shards - Cloudbusters Dream
Ship
Silent metamagic rod (lesser, 3/day)
0.5 lbs
Silent metamagic rod (lesser, 3/day)
0.5 lbs
Wand of mage armor (43 charges)
Wand of mirror image (47 charges)
Wand of protection from evil (50 charges)
Wand of shield (50 charges)
Wand of spectral hand (50 charges)
Wand of summon monster IV
Wand of true strike (50 charges)
Wand of web (37 charges)
-

Special Abilities
Arcane Bond (Ring of sustenance) (1/day) (Sp)
Wizards who select a bonded object begin play with one at no cost. Objects
that are the subject of an arcane bond must fall into one of the following
categories: amulet, ring, staff, wand, or weapon. These objects are always
masterwork quality. Weapons acquired at 1st level are not made of any
[N/A]
Bane
(Monstrous
special
material.
If the object is Humanoid)
an amulet or ring, it must be worn to have
A
banewhile
weapon
excels
at attacking
one type
or subtype
of one
creature.
effect,
staves,
wands,
and weapons
must
be held in
hand.Against
If a
its
designated
foe,
its
effective
enhancement
bonusobject
is +2 worn
betterorthan
its he
wizard attempts to cast a spell without his bonded
in hand,
normal
enhancement
bonus.
It
deals
an
extra
2d6
points
of
damage
against
must make a concentration check or lose the spell. The DC for this check is
the
foe.
Bows,
crossbows,
andIfslings
so crafted
bestow
the bane
quality upon
equal
to
20 + the
spell's level.
the object
is a ring
or amulet,
it occupies
the
Elven
Magic
their
ammunition.
ringracial
or
neck
sloton
accordingly.
+2
bonus
caster checks to overcome spell resistance. +2 to spellcraft

checks
to determine the properties of a magic item.
Construction
A bonded object can be used once per day to cast any one spell that the
Requirements:
Magicand
Arms
and Armor,
summon
monster
I ; Cost
+1
Enchantment
wizard has in hisCraft
spellbook
is capable
of casting,
even
if the spell
is not
Bonus
You must spend
2 slots
to castlike
spells
Enchantment
prepared.
This spell
is treated
anyfrom
otherthe
spell
cast by theschool.
wizard, including
casting time, duration, and other effects dependent on the wizard's level. This
Hero
Points
spell cannot
be modified by metamagic feats or other abilities. The bonded
Hero
can
spent
at any
timefrom
and the
do not
require
an actionschools
to use (see
objectpoints
cannot
bebe
used
to cast
spells
wizard's
opposition
(although
the
actions they modify consume part of your characters turn as
arcane school).
normal). You cannot spend more than 1 hero point during a single round of
combat.
Whenever
a hero point
is spent,
it can
have
any one
of as
theiffollowing
A wizard
can(20
add feet,
additional
abilities
to his
bonded
object
he has
Life
Sight
13magic
rounds/day)
(Su)
effects.
the8th
required
itemgain
creation
feats and
he meets
of the
At
level, you
blindsight
to a ifrange
of 10 the
feetlevel
for aprerequisites
number of rounds
feat.day
Forequal
example,
a wizard
with
a bonded
dagger
must
beyou
at least
5th level
per
to your
wizard
level.
This
ability
only
allows
toimmediately.
detect
livingto
Act
Out
of
Turn
:
You
can
spend
a
hero
point
to
take
your
turn
add magicand
abilities
to the
dagger (see
Craft
Arms
and Armor
feat in
creatures
undead
creatures.
This the
sight
alsoMagic
tellstoyou
whether
a creature
Treat
this
as
a
readied
action,
moving
your
initiative
just
before
the
currently
Chapter
5).undead.
If the bonded
objectand
is aother
wand,
it loses its
abilitiesliving
whennor
its
is
livingcreature.
or
creatures
thatwand
are
neither
acting
YouConstructs
may but
onlyittake
move
or a and
standard
action
this
turn.
Low-Light
last charge
isVision
consumed,
is ability.
nota destroyed
retains
all on
of its
bonded
undead
cannot
be seen with
this
The range
ofit this
ability
increases
by
See
twice
as farlevel,
as
aand
human
in
low
color
and
detail.
object
properties
and
canby
bean
used
tolight,
craftdistinguishing
a new
Thefour
magic
properties
10
feet
atIf 12th
additional
10
feet wand.
for
every
levels
beyond
Bonus:
used
before
a
roll
is
made,
a
hero
point
grants
you
a
+8
luck
bonus
of a bonded
object, including
anytomagic
abilities added to the object, only
12th.
rounds
not need
be is
consecutive.
to
anyThese
one
roll. Ifdoused
made, this
bonus
is reduced
+4.
function
ford20
the wizard
who after
ownsait.roll
If a bonded
object's
owner
dies, ortothe
You
can
use
a
hero
point
to
grant
this
bonus
toordinary
another masterwork
character, asitem
longofas
item is replaced, the object reverts to being an
you
are in the same
location and your character can reasonably affect the
the appropriate
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology,
Freetype.
download at http://www.wolflair.com
outcomeInc.
of the
roll
(such as distracting a monster, shouting words of
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
encouragement,
another to
with
Hero
points
If a bonded objectorisotherwise
damaged,aiding
it is restored
fullthe
hit check).
points the
next
time the
spent
aid another
character
grant
onlyofhalf
the listed
bonus
(+4orbefore
the
wizardtoprepares
his spells.
If the
object
an arcane
bond
is lost
destroyed,
roll,
+2
after
the
roll).
it can be replaced after 1 week in a special ritual that costs 200 gp per wizard
level plus the cost of the masterwork item. This ritual takes 8 hours to
Extra
Action
You
can
spend
apoint
hero
point
on
your
turn
to
gain
an
additional
complete.
enchantments
existing
replacing
abilities
there
the
standard
Inspiration:
feels
Recall:
to
only
on
Reroll:
You
Special:
nearly
guaranteed
include
cast
blinds
Diplomacy
desired
penalty
attempt,
Cheat
plays
negative
a
decides
damage
stabilization
character
hero
eidolon,
Note:
critical
gain
amagic
must
be
(or
daily
point
points
that
are
out
If
Hero
aanything
Death
another
You
casting
used
on
You
action,
while
a
magic
your
foe
that
or
enough
either
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hit
You
or
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take
basis.
Items
tab.
and
the
to
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lost
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from
up
points
move
and
or
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spend
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can
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you
A
of
bypasses
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to
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by
petition
the
a
is
use
or
that
at
should
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arrow
character
spend
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an
spend
the
single
the
no
the
action
petition
way
destroyed
the
gained
mount,
but
results
feel
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as
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information
previous
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GM,
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No
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at
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For
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generally
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of
bonded
are
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for
point
spend
be
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or
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character
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tois
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not
except
example,
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and
to
not
aitem.
her
be
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added
be
possessed
one
be
point
hint
to
wand,
to
reduction
allow
do
being
point
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have
accompanied
Cheating
2
aallies.
that
gained,
item.
drawbacks
carefully
recall
reroll
almost
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to
the
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spellcaster),
This
not
level
roll,
about
that
manually.
in
give
character
ain
spends
is
any
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killed,
character
a
of
possess
A
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a
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impossible.
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what
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and
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your
its
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The
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than
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and
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cheat
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in
do
a
NPC.
character
to
or
limited.
point
is
worse.
left
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have
be
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difficult
character
the
of
you
designate
be
points,
attempting
next.
roll
about
amulet
Such
he
you
Possibilities
spent
reducing
alive,
the
only
Regardless
death.
an
used
same
item
is
or
you
made
could
already
aThis
not
If
can
additional
properties
attack
companion,
uses
to
check
way
bonded
the
that
with
available
on
retains
just
to
be
can
way
spent.
How
spend
normally
his
an
should
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attempt
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or
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on
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Special Abilities
Necromancy

Tracked Resources
Wand of protection from evil (50 charges)

The dread and feared necromancer commands undead and uses the foul power
of unlife against his enemies.

Transmutation
You must spend 2 slots to cast spells from the Transmutation school.

Spell-Like Abilities
Grave Touch (6 rounds, 10/day) (Sp)

Wand of shield (50 charges)

Tracked Resources
Arcane Bond (Ring of sustenance) (1/day) (Sp)
Command Undead (10/day, DC 19)
Wand of spectral hand (50 charges)

Dagger
Dead Hand (6/day)
Deathgag elixir
Giant wasp poison
Life Sight (20 feet, 13 rounds/day) (Su)

Wand of summon monster IV

Pearl of power (3rd level, 1/day)


Potion of barkskin +2
Potion of cure light wounds
Potion of cure light wounds

Wand of true strike (50 charges)

Potion of cure light wounds


Potion of cure moderate wounds
Potion of cure moderate wounds
Potion of cure serious wounds

Wand of web (37 charges)

Potion of cure serious wounds


Potion of fox's cunning
Potion of invisibility
Potion of restoration, lesser
Potion of water breathing
Silent metamagic rod (lesser, 3/day)
Silent metamagic rod (lesser, 3/day)
Spectral Hand (3/day)
Vampiric Touch (3/day)
Wand of mage armor (43 charges)

Languages
Abyssal
Azlanti
Celestial
Common
Cyclops
Draconic
Elven

Wand of mirror image (47 charges)

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.

Ghol-Gan
Giant
Infernal
Necril
Orc
Polyglot
Sylvan

Spells & Powers


Necromancer spells memorized (CL 13th; concentration
+22)
Melee Touch +8 Ranged Touch +14
7thfinger of death (DC 26)
6thmajor curse UM (DC 25)
5thsymbol of pain (DC 24)
4thbestow curse (DC 23)
3rdray of exhaustion (DC 22)
2ndghoul touch (DC 21), ghoul touch (DC 21),
empowered ray of enfeeblement (DC 19)
1stray of enfeeblement (DC 20), ray of enfeeblement
(DC 20)
0th (at will) dancing lights , detect magic , read magic ,
resistance

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.

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