Pathfinder Society -hahmot

Lady Carmorel Milner Well-Slept

Female Human0 Wizard 5 / Harrower 2
Chaotic Good Medium Humanoid(Human)
Player mosillan (37103-28)
XP 15
Prestige/Fame 16/18


Init +4 (+0 dex, +2 class, +2 trait)
Senses Perception +0


AC 10, touch 10, flat-footed 10; (+0 dex)(+4 armor, +4 shield)
HP 59 (7d6 + 7x 4 con + 5 fc)
Fort +8 (con +4, wizard +1, harrower +1, resistance +2)
Refl +4 (dex +0, wizard +1, harrower +1, resistance +2)
Will +7 (wis +0, wizard +4, harrower +1, resistance +2)
Special Defenses:

  • Harrowed
    • +1 bonus on all Will saves made to resist enchantment effects.

Speed 30ft, with armor 30ft
Melee

  • Dagger +1 1d4-1 (19-20/x2)

Ranged

  • Weapon +2 1d8 (19-20/x2)

Spells prepared (CL 7, Concentration +2)
4th (1+1+1/day) (DC 19)- 2x Summon Monster IV, Dimension Door
3rd (2+1+1/day) (DC 18)- Dispel Magic, Haste, Summon Monster III, Harrowing
2nd (3+1+1/day) (DC 17)- See Invisibility, 2x Glitterdust, Summon monster II, Resist Energy
1st (4+2+1+1/day) (DC 16)- 2x Grease, 2x Merciful Burning Hands, Heightened Awareness, Mage Armor, Vanish
Cantrips (DC 15)- Detect Magic, Light, Message, Prestiditigation
Spells known

  • 4th: Dimension Door, Summon Monster IV
  • 3rd: Dispel Magic, Enter Image, Summon Monster III, Haste(90gp), Fly(90gp), Harrowing
  • 2nd: See Invisibility, Summon monster II, Glitterdust, Resist Energy, Darkvision, Flaming Sphere, Make Whole(40gp)
  • 1st: Heightened Awareness, Summon monster I, Magic Missile, Burning Hands, Ant Haul, Vanish, Disguise Self, Grease, Feather Fall, Comprehend Languages, Identify, Mage Armor,
  • Cantrips: all except Enchantment and Necromancy

Spell-like Ability (CL 1, Concentration +2)


Str 8 Dex 10 Con 16 Int 21 (18+1) Wis 10 Cha 12
Base Atk 3; CMB 3 (+3 bab, -1 str); CMD 12 (+3 bab, -1 str)
Feats


Skills acp: -0; total skill ranks: 7x (2class+4Int+1Human) + 7headband = 56

  • Acrobatics (3) +3
  • Appraisec (1) +9
  • Bluffc (1) +5
  • Climb -1
  • Craft(alchemy)c (1) +9
  • Diplomacyc (7*) +11
  • Disable device +0
  • Disguise +1
  • Escape artist +0
  • Flyc (1) +4
  • Handle animal +0
  • Heal +0
  • Intimidate +1
  • Knowledge(arcana)c (7) +15
  • Knowledge(dungeoneering)c (1) +9
  • Knowledge(engineering)c (1) +9
  • Knowledge(geography)c (1) +9
  • Knowledge(history)c (2) +10
  • Knowledge(local)c (1) +9
  • Knowledge(nature)c (1) +9
  • Knowledge(nobility)c (1) +9
  • Knowledge(planes)c (5) +13
  • Knowledge(religion)c (4) +12
  • Linguisticsc (5) +13
  • Perception +0
  • Perform(oratory)c (5) +9
  • Professionc +1
  • Ride +0
  • Sense motive +0
  • Sleight of hand +0
  • Spellcraftc (7) +15
  • Stealth +0
  • Survival +0
  • Swim -1
  • Use magic devicec (1) +5

Traits Harrow Chosen1 Reactionary2
Languages Common, Varisian, Thassilonia, Draconic, Tien, Hallit, Minatan, Terran, Thassilonian, Osirian, Sylvan, Cyclopean
RSQ
SQ Arcane bond, arcane school(Divination(Foresight)), Blessing of the Harrow, Harrow Casting, Tower of Intelligence


On person:
In backpack:
Mule:
Potions/Oils:
Scrolls:
Wands: Mage Armor, Magic Missile, CLW
Miscs:
Ioun Stones:
Encumbrance m lb. without backpack (26/53/80), M lb. with backpack (30/60/90)


Wondrous Items

  • Head
  • Headband Headband of Vast Intelligence +2 (Diplomacy, Thassilonian)
  • Face/Eyes
  • Neck
  • Shoulders Cloak of Resistance +2(3000gp)
  • Chest
  • Body
  • Armor
  • Belt Belt of Mighty Constitution +2(4000gp)
  • Wrist Sleeves of many garments
  • Hand
  • Ring
  • Ring
  • Feet

Notes

  • 0
  • 1 All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck. You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
  • 2+2 trait bonus on initiative checks.

Things to buy


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