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Zemerith

Player: Blayne Male Tiefling Rogue 2, Wizard 3 - CL5 - CR 4 True Neutral Outsider (Native); Atheist; Age: 79; Height: 5' 4" "; Weight: 150lb.; Eyes: Green; Hair: Red; Skin: Tan
Ability Score Modifier Temporary Skill Name Total Ability Ranks Temp

STRENGTH

STR

13 18 14 20 13 13
Total Base Ability

+1 +4 +2 +5 +1 +1
Resist Misc Temp Notes

Crowbar: +2 circumstance bonus to force open a door or chest with a crowbar

DEXTERITY

DEX

CONSTITUTION

CON INT

INTELLIGENCE

WISDOM

WIS

CHARISMA

CHA

Acrobatics Appraise Bluff Climb Diplomacy Disable Device Disguise Escape Artist Fly Handle Animal Heal Intimidate Knowledge (arcana)
Knowledge (dungeoneering)

Saving Throw

FORTITUDE
(CONSTITUTION)

+3 = +8 = +4 =

+1 +4 +3

+2 +4 +1
Damage Resistance, Fire (5)
Dex Deflect Dodge Misc

Knowledge (local) Perception Profession (gambler) Ride Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim Use Magic Device
Armor Proficiency (Light)

+4 +11 +9 +5 +1 +15 +6 +10 +4 +3 +1 +1 +12 +10 +10 +8 +9 +4 +5 +11 +12 +14 +1 +1 +8

DEX (4) INT (5) CHA (1) STR (1) CHA (1) DEX (4) CHA (1) DEX (4) DEX (4) CHA (1) WIS (1) CHA (1) INT (5) INT (5) INT (5) WIS (1) WIS (1) DEX (4) WIS (1) DEX (4) INT (5) DEX (4) WIS (1) STR (1) CHA (1)

3 3 1 5 2 3 2 4 2 2 4 1 1 4 4 5 4

Trapfinding: +1 to locate traps

REFLEX
(DEXTERITY)

WILL
(WISDOM)

Damage Resistance, Cold (5) Damage Resistance, Electricity (5)


Total

Enhance Shield

Defense Armor DR

14

= 10 5/magic or Large
Armor HD

+4 Flat-Footed Def 10
Nat Arm Nat DR Misc

Armor DR Critical Defense CM Bonus CM Defense Hero Points Base Attack Initiative Speed +3 17

=
Total

+4
DR

+1
Shield

Feats, Traits & Flaws


When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Your eyes develop keener sight in dim light and darkness. Prerequisites: Darkvision 60 ft., tiefling.

Dex

Deflec

Misc

+9 =

=
BAB

+5
Strength

+4
Size Misc

Fiend Sight Dexterity

+2
BAB

+1
Strength

Size

Improved Initiative Benefit: You gain low-light vision and your darkvision improves to 120 ft.
You get a +4 bonus on initiative checks.

= 10

+2

+1 HP

+4

41

Special: You can take this feat twice. When you take it a second time, you gain Magical Knack (Wizard) the see in darkness universal monster ability (Bestiary 2 301). +2 CL for a specific class, to a max of your HD. +2 Initiative

Reactionary Rogue Weapon Proficiencies Scribe Scroll


You are proficient with the Hand Crossbow, Rapier, Sap, Shortbow and Shortsword. You can create magic scrolls. Proficient with all simple weapons.

+2 +10 30 ft

Damage / Current HP

Simple Weapon Proficiency - All Weapon Finesse Crit: 18-20/x2 1-Hand, P


Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls. You are proficient with the Dagger, Crossbow (Light and Heavy) and Quarterstaff.

+1 Rapier

Mainhand: +7, 1d6+2 Both Hands: +7, 1d6+2

Wizard Weapon Proficiencies

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Dagger

Experience & Wealth


Crit: 19-20/x2 Rng: 10' Light, P/S Crit: x2 Light, B, Nonlethal Experience Points: 10000/15000 Current Cash: 1424 GP, 4 SP, 5 CP

Mainhand: +6, 1d4+1 Ranged: +6, 1d4+1


Unarmed strike

Special Abilities
Admixture
Associated School: Evocation

Mainhand: +6, 1d3+1


Mithral shirt

Arcane Bond (Ring) (1/day) (Sp)

+4

Max Dex: +6, Armor Check: Spell Fail: 10%, Light

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 special material. If the Darkvision (120orfeet) object is an amulet ring, it must be worn to have effect, while staves, wands, You can see in the dark (black and white vision only). and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the Enchantment spell. The spend DC for2 this check is equal 20 + the spell's level. school. If the object is a ring You must slots to cast spellsto from the Enchantment or amulet, it occupies the ring or neck slot accordingly.

Gear
Total Weight Carried: 136.41/520lbs, Light Load (Light: 173lbs, Medium: 346lbs, Heavy: 520lbs)
+1 Rapier 2 lbs Backpack, masterwork (49 @ 69 lbs) 4 lbs Bedroll <In: Backpack, masterwork (49 @ 69 lbs)> 5 lbs Belt pouch (1 @ 28.66 lbs) 0.5 lbs Bracers of armor +1 1 lb Caltrops <In: Backpack, masterwork (49 @ 69 lbs)> 2 lbs Chalk x10 <In: Backpack, masterwork (49 @ 69 lbs)> Crowbar 5 lbs Dagger 1 lb Disguise kit (10 uses) <In: Backpack, masterwork (49 @ 8 lbs 69 lbs)> Flint and steel <In: Backpack, masterwork (49 @ 69 lbs)> Gambler's kit, cheating 5 lbs Grappling hook <In: Backpack, masterwork (49 @ 69 4 lbs lbs)> Ink, black <In: Backpack, masterwork (49 @ 69 lbs)> Inkpen <In: Backpack, masterwork (49 @ 69 lbs)> Mess kit <In: Backpack, masterwork (49 @ 69 lbs)> 1 lb Mirror <In: Backpack, masterwork (49 @ 69 lbs)> 0.5 lbs Mithral shirt 10 lbs Money <In: Belt pouch (1 @ 28.66 lbs)> 28.66 lbs Muleback cords 0.25 lbs Pickpocket's outfit (Free) Piton x10 <In: Backpack, masterwork (49 @ 69 lbs)> 0.5 lbs Pot <In: Backpack, masterwork (49 @ 69 lbs)> 4 lbs Potion of cure moderate wounds x4 Ring Ring of sustenance Rope <In: Backpack, masterwork (49 @ 69 lbs)> 10 lbs Scroll case (2 @ 0 lbs) 0.5 lbs Scroll case (empty) 0.5 lbs Scroll of Fox's Cunning <In: Scroll case (2 @ 0 lbs)> Scroll of Spider Climb <In: Scroll case (2 @ 0 lbs)> Shovel, folding <In: Backpack, masterwork (49 @ 69 12 lbs lbs)> <In: Backpack, masterwork (49 @ 69 lbs)> Soap 0.5 lbs Spell component pouch 2 lbs Spellbook 3 lbs Thieves' tools, masterwork <In: Backpack, masterwork 2 lbs (49 @ x10 Torch 69 lbs)> <In: Backpack, masterwork (49 @ 69 lbs)> 1 lb Trail rations x5 <In: Backpack, masterwork (49 @ 69 1 lb lbs)> of Ray of Frost Wand Waterskin 4 lbs

Evasion (Ex)

If to anycan effect normally allows her to attempt Reflex saving throw A exposed bonded object be that used once per day to cast any one a spell that the wizard for damage, youand takes no damage with a successful throw. hashalf in his spellbook is capable of casting, even if thesaving spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, Hero Points (1) effects dependent on the wizard's level. This spell cannot be duration, and other Hero points can be spent at any time and do not require an object action cannot to use be modified by metamagic feats or other abilities. The bonded (although thespells actions they modify consume part schools of your characters turn as used to cast from the wizard's opposition (see arcane school). normal). You cannot spend more than 1 hero point during a single round of combat. a hero point is spent, it to can have any one of as theiffollowing A wizard Whenever can add additional magic abilities his bonded object he has the Intense Spells +1feats (Su) effects. required item creation and if he meets the level prerequisites the feat. For Whenever you cast an evocation spell that deals hit point damage, of add 1/2 your example, a wizard with a bonded dagger must be at least 5th level to add magic wizard level to the damage (minimum +1). This bonus only applies once to a Act Out of Turn : You can spend a hero point to take your turn immediately. abilities toonce the dagger (see or the Craft Magic Arms and between Armor feat in Chapter 5). If spell, this not per missile ray, and cannot be split multiple missiles Treat as a readied action, moving your initiative to when just before the currently the bonded object is ais wand, loses type its wand abilities its last charge is not or rays. This damage ofonly theitsame asor the spell. This bonus damage is acting creature. You may take a move a standard action on this turn. consumed, but it is not destroyed and iteffects. retains At all 20th of itslevel, bonded object properties Low-Light Vision increased by Empower Spell or similar whenever you cast See twice as far as a human intwice low light, distinguishing colorof and detail. and can be used to craft a new wand. The magic a properties a bonded object, an evocation spell you can roll to penetrate creature's spell resistance Bonus: If any used before a roll is made, a hero pointonly grants you afor +8 the luck bonus to including magic abilities added to the object, function wizard who and take the better result. any one d20 roll. If used after a roll dies, is made, this bonus is reduced to +4. You can Necromancy owns it. If a bonded object's owner or the item is replaced, the object reverts You must spend 2 slots to cast spells from the Necromancy school. use a hero to grant this bonus toof another character, as long as you are in to being an point ordinary masterwork item the appropriate type. the same location and your character can reasonably affect the outcome of the Prehensile Tail roll asobject distracting a monster, words of encouragement, or the If a (such bonded istails, damaged, it is shouting restored toflexible full hit points thecan next time Many tieflings have but some have long, tails that be used to otherwise aiding his another with theobject check). points spent aid another wizard prepares spells. If the of Hero an arcane bond isto lost or destroyed, it carry items. While they cannot wield weapons with their tails, they can use them character grant only half the listed bonus (+4 before the roll, +2 after the roll). can be replaced 1 week in a special ritual that costs as 200 per wizard level to retrieve small, after stowed objects carried on their persons a gp swift action. This plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items racial trait replaces fiendish sorcery. Extra Action : You can a heroany point turn toenchantments gain an additional Sneak Attack +1d6 replaced in this way do spend not possess of on theyour additional of the standard or move action this turn. If a character can catch an opponent when he is unable to magic defend himself previous bonded item. A wizard can designate an existing item as his effectively from her attack, she can strike a vital spot for extra damage. bonded item. This functions in the same way as replacing a lost or destroyed Inspiration If you feel stuck at one in the adventure, you can spend a hero item except:that the new magic itempoint retains its abilities while gaining the benefits point and petition the GM for a a bonded hintdamage about what to doher next. If the GM feels that a The character's attack deals extra anytime target would be denied and drawbacks of becoming item. Surprise Attacks there is no information to be gained, the hero pointhas is not spent. bonus or not), Dexterity bonus to AC (Ex) (whether the target actually a Dexterity During the surprise round, opponents are always considered flat-footed to a hit or when the character flanks her target. Should the character score a critical Note : If your bonded object does not have any other powers or properties yet, rogue with this ability, even if they have already acted. Recall : You can spend aextra hero point recall a spell you have already cast or to with aare sneak attack, this damage is not multiplied. Ranged attacks can there power-less versions of the to wand, staff, ring, and amulet available on the gain another use of a special ability that is otherwise limited. This should only be count as sneak attacks only if the target within 30 feet. magic tab. Trapfinding used on spells +1 and abilities possessed by your character that recharge on a daily A rogue adds 1/2 her level to Perception skill checks made to locate traps and to basis. With a weapon nonlethal damage a sap, whip, or an unarmed Disable Device that skill deals checks (minimum +1). A(like rogue can use Disable Device to strike), magic a character disarm traps.can make a sneak attack that deals nonlethal damage Reroll : You may spend a hero point to reroll any one d20 roll you just made. You instead of lethal damage. She cannot use a weapon that deals lethal damage to mustnonlethal take the results of in the second roll, even it is with worse. deal damage a sneak attack, not if even the usual 4 penalty. Versatile Evocation (8/day) (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, Special : change You can petition the GM allow a hero point to be usedout to attempt you may the damage to one of the other four energy types. This The character must be able todealt seeto the target well enough to pick a vital spot nearly anything that normally be almost impossible. Such uses are not changes the of the spell to match the new energy type. Any nonand must be descriptor able to would reach such a spot. A character cannot sneak attack while guaranteed and should be considered carefully the GM. Possibilities include damaging effects remain unchanged unless theby new energy type invalidates striking a creature with concealment. casting a ice single spell that is one higher than you could normally cast them (an storm that deals firelevel damage might still provide a penalty on (or a 1st-level spell if you areto not a spellcaster), making an attack that terrain). blinds a Such foe or Perception checks due smoke, but it would not create difficult bypasses damage reduction entirely, attempting to use a Diplomacy effects areits subject to GM discretion. Youor can use this ability number ofto times Darkness (1/day) (Sp) convince a raging to give up its attack. Regardless of the desired action, per day equal to 3 dragon + your Intelligence modifier. the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Spell-Like Abilities

Tracked Resources

Arcane Bond (Ring) (1/day) (Sp) Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit Dagger points but stable. For example, a character is about to be slain by a critical hit Disguise kitIf (10 uses) spends 2 hero points, the GM decides that the from an arrow. the character arrow pierced the characters holy symbol, reducing the damage enough to Potion of cure moderate wounds prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 Torch hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not Trail rations another character or NPC. Versatile Evocation (8/day) (Su)
Note: Hero points gained must be added manually.

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Tracked Resources
Wand of Ray of Frost

Languages
Abyssal Common Draconic Dwarven Elven Goblin Infernal

Spells & Powers


Wizard Spell DC: 15 + spell level CL: 5 (vs. SR: +5, Concentration: +10) Melee Touch +6 Ranged Touch +6 Maximum Wizard spells per day: 4/*x0; 4x1; 2x2 Wizard 0: Acid Splash, Dancing Lights, Mage Hand, Ray of Frost Wizard 1: Magic Missile, Burning Hands (DC 16), Feather Fall (DC 16), Vanish (x2) Wizard 2: Scorching Ray, Web (DC 17), Blur

Companions
Horse, light, Horse - CL2 - CR 1 STR 16 (+3), DEX 14 (+2), CON 17 (+3), INT 2 (-4), WIS 13 (+1), CHA 7 (-2); Fortitude +6, Reflex +5, Will +1 HP: 15/15; Init: +2; Speed: 50 feet Attack Bonus: +0; Armor Class: 11 / 11Tch / 9Fl Fly +0, Perception +6, Stealth -2 Hooves x2 (Horse) Melee -2 x2, 1d4+1, x2 Unarmed strike Melee +3, 1d4+3, x2
Special: Endurance, Low-Light Vision, Riding [Trick], Run, Scent (Ex)

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.

Horse, light
Horse - CL2 - CR 1 True Neutral Animal
Ability Score Modifier Temporary Skill Name Total Ability Ranks Temp

STRENGTH

STR

Acrobatics

+2 -4 -2 +3 -2 -2 +2 +0 +1 -2 +6 +2 +1 -2 +1 +3

DEX (2) INT (-4) CHA (-2) STR (3) CHA (-2) CHA (-2) DEX (2) DEX (2) WIS (1) CHA (-2) WIS (1) DEX (2) WIS (1) DEX (2) WIS (1) STR (3)

2 -

16 14 17

+3 +2 +3

Run: +4 to jump with a running start, Speed greater than 30': +8 jump

DEXTERITY

DEX

CONSTITUTION

CON

Endurance: +4 to continue running, vs. nonlethal damage from a forced march, to avoid nonlethal damage from starvation/thirst, or to hold your breath

INTELLIGENCE

INT

2 13 7
Total Base Ability

-4 +1 -2
Resist Misc Temp Notes

WISDOM

WIS

CHARISMA

CHA

Saving Throw

FORTITUDE
(CONSTITUTION)

+6 =

+3

+3

Endurance: +4 vs. hot or cold environments and to resist damage from suffocation

Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Stealth Survival Swim

REFLEX
(DEXTERITY)

+5 = +1 =

+3

+2 +1

Endurance: +4 to resist nonlethal damage from exhaustion

WILL
(WISDOM)

Feats, Traits & Flaws


Come [Trick] (Riding [Trick])
Dex Deflect Dodge Misc The animal will come to you on command. +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. The animal will follow you.

Total

Enhance Shield

Defense Armor DR

12

= 10 0
Armor HD

+2 Flat-Footed Def 10
Nat Arm Nat DR Misc

Endurance

Heel [Trick] (Riding [Trick]) Riding [Trick] Run


The animal has been trained to bear a rider. Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. The animal will stay where it is.

Armor DR Critical Defense CM Bonus CM Defense


21 vs. Trip

=
Total DR Shield

Dex

Deflec

Misc

+2 =

=
BAB Strength

+2
Size Misc

Stay [Trick] (Riding [Trick]) +1


Dexterity

+5 17

+1
BAB

+3
Strength

Low-Light Vision
Size

Special Abilities
See twice as far as a human in low light, distinguishing color and detail. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealedonly its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.

= 10

+1 +1 +2 50 ft

+3 HP

+2

+1 15

Scent (Ex)

Base Attack Initiative Speed

Damage / Current HP

Hooves x2 (Horse)

Mainhand: -2, 1d4+1


Unarmed strike

Crit: x2 Light, B Crit: x2 Light, B, Nonlethal

Mainhand: +3, 1d4+3

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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.

Gear
Total Weight Carried: 0/690lbs, Light Load (Light: 228lbs, Medium: 459lbs, Heavy: 690lbs)
Cart (1 @ 251 lbs) Chest, huge (1 @ 1 lbs) <In: Cart (1 @ 251 lbs)> Lock, superior <In: Chest, huge (1 @ 1 lbs)> Money 250 lbs 1 lb -

Experience & Wealth


Experience Points: 0/3300 Current Cash: You have no money!

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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