Pathfinder Society San Antonio
Male Dwarf Wizard 12
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +18
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
hp 86 (12d6+36)
Fort +10, Ref +8, Will +13; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee masterwork warhammer +8/+3 (1d8+1/x3)
Ranged heavy crossbow +7/+2 (1d10/19-20)
Special Attacks hatred
Wizard Spells Prepared (CL 12th; concentration +19):
6th (3/day)—wall of iron (DC 25), summon monster vi, chains of light (DC 25), ice crystal teleport (DC 25)
5th (4/day)—icy prison (DC 23), summon monster v, acidic spray (DC 24), hostile juxtaposition (DC 24), hungry pit (DC 24)
4th (4/day)—acid pit (DC 23), summon monster iv, boneshatter (DC 21), fleshworm infestation (DC 23), greater false life
3rd (6/day)—mad monkeys, summon monster iii, fireball (DC 21), haste, dispel magic, daylight, fly
2nd (6/day)—resist energy, summon monster ii, blindness/deafness (DC 19), see invisibility, glitterdust (DC 21), acid arrow, scorching ray
1st (6/day)—summon monster i, mage armor, shield, shocking grasp, magic missile, burning hands (DC 19), feather fall (DC 18)
0 (at will)—mending, read magic, mage hand, detect magic
Str 12, Dex 12, Con 16, Int 24, Wis 14, Cha 5
Base Atk +6; CMB +7; CMD 19 (19 vs. bull rush, 19 vs. trip)
Feats Augment Summoning, Extend Spell, Greater Spell Focus (conjuration), Greater Spell Penetration, Opposition Research, Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration, Varisian Tattoo
Traits strength of the land, tomb raider
Skills Acrobatics +1 (-3 jump), Appraise +12 (+14 to determine the price of nonmagic items with precious metals or gemstones), Craft (armor) +16, Diplomacy +9, Fly +10, Heal +14, Knowledge (arcana) +22, Knowledge (dungeoneering) +15 (+17 to navigate underground), Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +16, Perception +18 (+20 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Spellcraft +22, Survival +2 (+4 to avoid becoming lost, +4 to avoid becoming lost when using this)
Languages Abyssal, Aklo, Common, Dark Folk, Draconic, Dwarven, Goblin, Ignan, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Terran, Thassilonian
SQ acid dart, arcane bonds (object [masterwork warhammer] [1/day]), dimensional steps, greed, hardy, opposition schools (enchantment), slow and steady, specialized schools (conjuration), stability, stonecunning, summoner’s charm
Combat Gear Elemental metamagic rod (lesser, acid) (3/day), Potion of cure light wounds, Potion of invisibility, Scroll of Comprehend Languages, Grease, Magic Weap, Scroll of Resist Energy, Web, Knock, Command Undea, Scroll of Tongues, Wand of Cure Light Wounds, Wand of Protection from Evil, Antitoxin, Holy water; Other Gear Crossbow bolts (20), Heavy crossbow, Masterwork Warhammer, Cloak of resistance +3, Handy haversack (16 @ 13 lbs), Headband of vast intelligence +4 (Heal, Diplomacy), Ring of protection +1, Wayfinder (empty), Compass, Everburning torch, Ink, black, Inkpen, Necklace of Shadow Mastiff Tooth, Parchment, Scroll case (4 @ 0 lbs), Spell component pouch, Spellbook, Trail rations, Vial, Waterskin, 62655 GP
Acid Dart (10/day) (Sp) – 0/10
Acid Splash (3/day) (Sp) – 0/3
Antitoxin – 0/1
Arcane Bond (Masterwork Warhammer) (1/day) (Sp) – 0/1
Crossbow bolts – 0/20
Dimensional Steps (360’/day) (72 5-ft inc/day) (Sp) – 0/72
Elemental metamagic rod (lesser, acid) (3/day) – 0/3
Holy water – 0/1
Light (At will) – 0/0
Potion of cure light wounds – 0/1
Potion of invisibility – 0/1
Trail rations – 0/1
Wand of Cure Light Wounds – 0/50
Wand of Protection from Evil – 2/50
Acid Dart (10/day) (Sp) 30’ Ranged touch attack deals 1d6+6 Acid damage.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Arcane Bond (Masterwork Warhammer) (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 Summoning Summoned creatures have +4 to Strength and Constitution.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dimensional Steps (360’/day) (72 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Elemental metamagic rod (lesser, acid) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Scroll of Comprehend Languages, Grease, Magic Weapon, Reduce Person, Touch of Gracelessness Add this item to create a scroll with spells on it.
Scroll of Resist Energy, Web, Knock, Command Undead Add this item to create a scroll with spells on it.
Scroll of Tongues Add this item to create a scroll with spells on it.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Strength of the Land You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
Summoner’s Charm (+6 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Protection from Evil Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).