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Po (Valente) Pathfinder Society

Updated: 11:25 AM 3 February, 2013 View: CHARACTER SHEET, text [stripped]

Po
Male Tiefling Wizard 1
N Medium Outsider (native)
Init +5; Senses darkvision; Perception +5
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d6+3)
Fort +3, Ref +3, Will +2
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) -4 x2 (1d4/x2)
Ranged Masterwork Light crossbow +5 (1d8+1/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Mage Armor, Infernal Healing, Gravity Bow
0 (at will) Mage Hand, Detect Magic, Ray of Frost
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Statistics
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Str 12, Dex 16, Con 16, Int 18, Wis 10, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot, Spell Focus (Evocation)
Traits Observant (Perception), Reactionary
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Linguistics +8, Perception +5, Spellcraft +8
Languages Abyssal, Common, Infernal, Kelish, Osiriani, Tien, Varisian
SQ arcane bonds (object [masterwork light crossbow] [1/day]), augment (+2 ability or +1 ac, 1 rds) (7/day), fiendish sprinter, opposition schools (illusion, necromancy), physical enhancement +1 (constitution), prehensile tail, specialized schools (enhancement)
Combat Gear Wand of Infernal Healing, Liquid ice, Smelling salts; Other Gear Masterwork Light crossbow, Ioun torch, Wayfinder (empty), Backpack, masterwork (4 @ 19 lbs), Belt pouch (5 @ 4.5 lbs), Climber's kit, Crowbar, Earplugs, Flask (3), Hot weather outfit, Level 1 spells (3), Level 1 Spells (5), Signet ring, Silk rope, Spell component pouch, Travelling spellbook, Weapon cord, 347 GP, 7 SP, 8 CP
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Special Abilities
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Arcane Bond (Masterwork Light crossbow) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Augment (+2 ability or +1 AC, 1 rds) (7/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enhancement Associated School: Transmutation
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Weapon cord Attached weapon can be recovered as a swift action.

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