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Charlemagne Rhaadheim the Pawn

Player: Clay
Male elf conjurer 16 - CR 15
True Neutral Humanoid (Elf); Deity: Nethys; Age: 124;
Height: 6' 1"; Weight: 127lb.; Eyes: White; Hair: Black; Skin:
Fair
Ability

STR
STRENGTH

Score

Modifier

10/12

0/+1

18

+4

12/16

+1/+3

29/35

+9/+12

12

+1

12

+1

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

REFLEX
(DEXTERITY)

WILL
(WISDOM)

Total

Base

Ability

Resist

Misc

+16 =

+5

+3

+4

+4

+17 =

+5

+4

+4

+4

+19 = +10

+1

+4

+4

Energy Resistance, Electricity (5)


Total

AC

CM Bonus
CM Defense

+2

15

Size

24

=
= 10

Notes

Skill Name

Natur Deflec Dodge Misc

+4

+2

+1
20

Flat-Footed AC

+9

Temp

Spell Resistance (18)

Armor Shield Dex

24 = 10 +5

Touch AC

Temporary

BAB

Strength

Size

Misc

+8

+1

BAB

Strength

Dexterity

Size

+8

+1

+4

Hero Points

HP

Base Attack

+8

Initiative

+6

Speed

30 / 31 ft

142

Damage / Current HP

Total

+5
+16
+11
+2
Craft (Wonderous Item)
+26
Diplomacy
+17
Disable Device
+3
Disguise
+1
Escape Artist
+4
Fly
+18
Heal
+1
Intimidate
+2
Knowledge (arcana) +31
Knowledge (dungeoneering) +32
Knowledge (engineering)
+16
Knowledge (geography)
+16
Knowledge (history) +42
Knowledge (local)
+18
Knowledge (nature) +16
Knowledge (nobility) +16
Knowledge (planes) +41
Knowledge (religion) +18
Linguistics
+23
Perception
+23
Profession (sailor)
+5
Ride
+4
Sense Motive
+21
Acrobatics
Appraise
Bluff
Climb

Ability

Ranks

DEX (4)

1
1
10
1
11
16
1
11
1
16
16
1
1
16
3
1
1
16
3
8
16
1
16

INT (12)
CHA (1)
STR (1)
INT (12)
CHA (1)
DEX (4)
CHA (1)
DEX (4)
DEX (4)
WIS (1)
CHA (1)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
INT (12)
WIS (1)
WIS (1)
DEX (4)
WIS (1)

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.

Temp

Skills
Skill Name

Spellcraft

Experience & Wealth

Total

Ability

Ranks

+31

INT (12)

16

Temp

Elven Magic: +2 to identify magic item properties

Stealth
Survival
Swim
Use Magic Device

+20
+1
+3
+17

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

16
2
16

Feats
Alertness
You get a +2 bonus on all Perception checks and Sense Motive checks.

Combat Casting
+4 to Concentration checks to cast while on the defensive.

Craft Wondrous Item


You can create wondrous items, a type of magic item.

Improved Familiar
When choosing a familiar, the creatures listed below are also available to the
spellcaster. The spellcaster may choose a familiar with an alignment up to one step
away on each of the alignment axes (lawful through chaotic, good through evil).

Opposition Research
By completing strenuous studies, you have broken through the mental barriers that
made it hard for you to prepare spells from one of your opposition schools. Select one
wizard opposition school; preparing spells of this school now only requires one spell
slot of the appropriate level instead of two, and you no longer have the -4 Spellcraft

Experience Points: 920000/1300000


Current Cash: 17,608 gp
Reputation: Fame: 47, PP: 47, 500 miles.

Gear
Total Weight Carried: 40/130lbs, Light Load
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs)
Empower metamagic rod (lesser, 3/day)
Gem Stone (Diamond))
Handy haversack (2 @ 8 lbs)
Headband of vast intelligence +6 (Knowledge
[dungeoneering],
Knowledge
Ioun stone (orange
prism) [history])
Portable alchemist's lab
Potion of blur x3
Potion of cure serious wounds x3
Potion of fly x3
Ring of force shield
Robe of the archmagi (gray)
Rod of absorption (50 spell levels)
Tome of clear thought +5

Special Abilities

Scholar (Knowledge [planes], Knowledge [history])


+2 bonus on two Knowledge skills

0.5 lbs
1 lb
5 lbs
1 lb
20 lbs
1 lb
5 lbs
5 lbs

Able Assistant (Ex)

Scribe Scroll
You can create magic scrolls.

Skill Focus (Knowledge [history])


You get a +3 bonus on all checks involving the chosen skill.

Skill Focus (Knowledge [planes])


You get a +3 bonus on all checks involving the chosen skill.

Spell Focus (Evocation)


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

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

Spirit's Gift (Battle, Arcane Familiar)


You commune with a spirit of your choice, and it grants your animal companion or
familiar a boon.
Prerequisite: Animal companion class feature or familiar class feature.
True
Name, Greater (Planetar, Angel)
Your researches into ancient tomes and your inquisitions of bound spirits have led
you to one of the best-hidden secrets of the multiverse: the true name of an outsider the name that defines the very essence of the creature and that gives the speaker
control over the being. This outsider can have no more than 12 Hit Dice. Once per

Wizard Weapon Proficiencies

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

Traits

A valet's master treats the valet as if it possessed the Cooperative Crafting feat
and shared all Craft skills and item creation feats he possesses. This ability
replaces Alertness.

Arcane Focus
Some elven families have such long traditions of producing wizards (and other
arcane spellcasters) that they raise their children with the assumption each is
destined to be a powerful magic-user, with little need for mundane concerns such
as skill with weapons. Elves with this racial trait gain a +2 racial bonus on

Conjuration

The conjurer focuses on the study of summoning monsters and magic alike to
bend to his will.

Deliver Touch Spells Through Familiar (Su)


If the master is 3rd level or higher, a familiar can deliver touch spells for him. If
the master and the familiar are in contact at the time the master casts a touch
spell, he can designate his familiar as the 'toucher'. The familiar can then deliver
the touch spell just as the master could. As usual, if the master casts another

Elven Magic

+2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft


checks to determine the properties of a magic item.

Empathic Link with Familiar (Su)


The master has an empathic link with his familiar out to a distance of up to 1
mile. The master cannot see through the familiar's eyes, but they can
communicate empathically. Because of the limited nature of the link, only general
emotional content can be communicated.

Enchantment

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

Familiar Bonus:

Eldritch Delver
You have an unquenchable thirst for knowledge about the world and desire to obtain
it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and
Knowledge (history) checks, and you may treat your caster level as 1 level higher for
all conjuration spells of the teleportation subschool.

Reactionary
+2 Initiative

Gear
Total Weight Carried: 40/130lbs, Light Load
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs)
Amazing tools of manufacture (Craft [weapons], 1/day) 1 lb
<In:
Handy
haversack
@ 8 lbs)>
Amulet
of natural
armor(2+2
Artisan's outfit (Free)
Belt of physical might +2 (Str, Con)
1 lb
Cloak of resistance +4
0.1 lbs
Crystal ball with telepathy <In: Handy haversack (2 @ 8 7 lbs
lbs)>

If you are within arm's reach of your familiar, you gain the benefits of the
Alertness feat.
If you are within 1 mile of your familiar, you may gain other benefits.
Hero
Points
Hero points can be spent at any time and do not require an action to use
(although the actions they modify consume part of your characters turn as
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 the following

Low-Light Vision

See twice as far as a human in low light, distinguishing color and detail.

Share Spells with Familiar


The wizard may cast a spell with a target of "You" on his familiar (as a touch
spell) instead of on himself. A wizard may cast spells on his familiar even if the
spells do not normally affect creatures of the familiar's type (magical beast).

Speak with Familiar (Ex)


If the master is 5th level or higher, a familiar and the master can communicate
verbally as if they were using a common language. Other creatures do not
understand the communication without magical help.

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.

Special Abilities
Summoner's Charm (+8 rds) (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a
number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can
change the duration of all summon monster spells to permanent. You can have no
more than one summon monster spell made permanent in this way at one time. If

Spell-Like Abilities
Acid Dart (1d6+8 acid, 15/day) (Sp)
Dimensional Steps (96 5-ft inc/day) (Sp)

Tracked Resources
Empower metamagic rod (lesser, 3/day)
Potion of blur
Potion of cure serious wounds
Potion of fly
Rod of absorption (50 spell levels)

Spells & Powers


Conjurer spells memorized (CL 16th; concentration +28)
Melee Touch +9 Ranged Touch +12
8thgreater bestow curse (DC 31), greater bestow curse
(DC 31), stormboltsAPG (DC 32), stormboltsAPG (DC 32),
summon monster VIII
7thcontrol weather, finger of death (DC 30), firebrandAPG
(DC 30), hungry darkness, prismatic spray, greater teleport
6thmass cat's grace, chain lightning (DC 30), chain
lightning (DC 30), freezing sphere (DC 30), ice crystal
teleportUM (DC 29), summon monster VI
5thcloudkill (DC 28), cone of cold (DC 29), cone of cold
(DC 29), hungry pitAPG (DC 28), interposing hand, teleport,
teleport
4thblack tentacles, black tentacles, curse of magic
negationUM (DC 27), dimension door, enervation,
enervation, enervation, fleshworm infestationUM (DC 27)
3rddispel magic, fireball (DC 27), fireball (DC 27), fireball
(DC 27), fireball (DC 27), invisibility sphere, communal
protection from arrowsUC, silver dartsACG (DC 26)
2ndbull's strength, cat's grace, fiery shurikenUC, flaming
sphere (DC 26), stone discusACG, stone discusACG, stone
discusACG, stone discusACG
1stgrease, mage armor, magic missile, magic missile,
magic missile, magic missile, magic missile, shield
0th (at will)detect magic, detect poison, disrupt undead,
drenchUM (DC 23), joltUM, mage hand, open/close (DC 23),
touch of fatigue (DC 23)

Companions
Languages
Abyssal
Aklo
Aquan
Auran
Celestial
Common
D'ziriak
Daemonic
Draconic
Elven

Giant
Gnoll
Gnome
Goblin
Ignan
Infernal
Infernal
Plantspeech (fungi)
Sylvan
Undercommon

Frau Tiffany (Arcane Familiar), Female homunculus


(valet) - CL2 - CR 1
STR 12 (+1), DEX 14 (+2), CON - (0), INT 19 (+4), WIS 12
(+1), CHA 13 (+1); Fortitude +5, Reflex +7, Will +11
HP: 71/71; Init: +2; Speed: 20 feet
Attack Bonus: +10/+5; Armor Class: 27 / 14Tch / 25Fl
Acrobatics +4, Appraise +5, Bluff +11, Climb +3, Diplomacy
+17, Disable Device +1, Escape Artist +4, Fly +24,
Intimidate +2, Knowledge (arcana) +20, Knowledge
(dungeoneering) +20, Knowledge (engineering) +5,
Knowledge (geography) +5, Knowledge (history) +20,
Knowledge (local) +7, Knowledge (nature) +5, Knowledge
(nobility) +5, Knowledge (planes) +20, Knowledge (religion)
+7, Linguistics +12, Perception +19, Profession (sailor) +2,
Sense Motive +17, Spellcraft +20, Stealth +26, Swim +3,
Use Magic Device +17
Bite (Homunculus (Valet)) Melee +6, 1d4, 2
Special: Able Assistant (Ex), Aide to All (Ex), Bane (evil outsiders),
Darkvision (60 feet), Deliver Aid (Ex), Flight (50 feet, Good), Flyby Attack,
Immunity to Ability Damage, Immunity to Ability Drain, Immunity to
Bleeds, Immunity to Death and Necromancy effects, Immunity to Disease,
Immunity to Energy Drain, Immunity to Exhausted, Immunity to Fatigue,
Immunity to Mind-Affecting effects, Immunity to Nonlethal Damage,
Immunity to Paralysis, Immunity to Poison, Immunity to Sleep, Immunity
to Stunning, Improved Evasion (Ex), Low-Light Vision, Poison:
BiteInjury (DC 13) (Ex), Prestidigitation (Sp), Spell Resistance (21),
Teammate (Ex), Telepathic Link (1,500') (Ex)
Charges: Wand of cure light wounds - 0/50

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.

Frau Tiffany
Female homunculus (valet) - CL2 - CR 1
True Neutral Construct; Deity: Nethys; Age: 14; Height: 2' 4
"; Weight: 32lb.; Eyes: blue; Hair: blonde; Skin: porcelain
Ability

Score

Modifier

12

+1

14

+2

19

+4

12

+1

13

+1

STR
STRENGTH

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

Total

FORTITUDE
(CONSTITUTION)

REFLEX
(DEXTERITY)

WILL
(WISDOM)

Base

Ability

+5 =

+5

+7 =

+5

+2

+11 = +10

+1

Immunity to Ability Damage


Immunity to Ability Drain
Immunity to Bleeds
Immunity to Disease
Immunity to Energy Drain
Immunity to Exhausted
Immunity to Fatigue

AC

Armor Shield Dex

27 = 10 +3

Touch AC

+2

14

CM Bonus
CM Defense
Base Attack

Misc

Size

19

=
= 10

Notes

Natur Deflec Dodge Misc

+2 +10
25

Flat-Footed AC

+8

Temp

Immunity to Mind-Affecting effects


Immunity to Nonlethal Damage
Immunity to Paralysis
Immunity to Poison
Immunity to Sleep
Immunity to Stunning
Spell Resistance (21)

Immunity to Death and Necromancy effects

Total

Resist

Temporary

BAB

Dexterity

Size

Misc

+8

+2

-2

BAB

Strength

Dexterity

Size

+8

+1

+2

-2

+8

HP

71

Damage / Current HP

Initiative
Speed

+2
20 ft

+1 evil outsiders-bane cold iron longspear

Both hands: +12/+7, 1d4+2 plus


2d6 vs. evil outsiders

Crit: 3
2-hand, P, Brace,
Reach

+1 underwater light crossbow

Ranged: +11/+6, 1d4+1


Ranged, both hands: +13/+8, 1d4+1

Crit: 19-20/2
Rng: 80'
2-hand, P

Skill Name

Acrobatics

Total

Ability

Ranks

+4

DEX (2)

Speed greater/less than 30 ft.: -4 to jump

+5
+11
+3
+17
+1
+1
+4
+24
+1
+2
+20
Knowledge (dungeoneering) +20
Knowledge (engineering)
+5
Knowledge (geography)
+5
Knowledge (history) +20
Knowledge (local)
+7
Knowledge (nature)
+5
Knowledge (nobility) +5
Knowledge (planes) +20
Knowledge (religion) +7
Linguistics
+12
Perception
+19
Profession (sailor)
+2
Ride
+2
Sense Motive
+17
Appraise
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (arcana)

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

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.

(1)
(10)
2
(16)
(1)
2
(11)
(1)
(16)
16
(1)
(1)
(16)
(3)
(1)
(1)
(16)
(3)
(8)
18
(1)
(16)

Temp

Skills
Skill Name

Spellcraft
Stealth
Survival
Swim
Use Magic Device

Experience & Wealth

Total

Ability

Ranks

+20
+26
+1
+3
+17

INT (4)

(16)
(16)
(2)
(16)

DEX (2)
WIS (1)
STR (1)
CHA (1)

Temp

Current Cash: You have no money!


Reputation: Fame: 3, PP: 3, 100 miles.

Spell-Like Abilities
Prestidigitation (Sp)

Tracked Resources

Feats

Wand of cure light wounds

Flyby Attack
You can take a standard action during your move action while flying.

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Bite (Homunculus (Valet))


Crit: 2
Light, B/P/S

Main hand: +6, 1d4


Gear

Languages
Abyssal
Aquan
Common

Daemonic
Terran

Total Weight Carried: 1/65lbs, Light Load


(Light: 21.5 lbs, Medium: 43 lbs, Heavy: 65 lbs)
+1 evil outsiders-bane cold iron longspear
+1 underwater light crossbow
Bracers of armor +3
Wand of cure light wounds

0.9 lbs
0.4 lbs
0.1 lbs
-

Special Abilities
Able Assistant (Ex)
A valet's master treats the valet as if it possessed the Cooperative Crafting feat and
shared all Craft skills and item creation feats he possesses. This ability replaces
Alertness.

Aide to All (Ex)


At 13th level, a valet can choose to use the aid another action as a full-round action,
granting up to three adjacent creatures bonuses from this action. Each bonus may be
either for the same action or check or for different actions or checks. This ability
replaces scry on familiar.

Bane (evil outsiders)

A bane weapon excels at attacking one type or subtype of creature. Against its
designated foe, its effective enhancement bonus is +2 better than its normal
enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows,
crossbows, and slings so crafted bestow the bane quality upon their ammunition.

Darkvision (60 feet)

You can see in the dark (black and white vision only).

Deliver Aid (Ex)


At 7th level, a valet can move before and after using the aid another action, as long
as its total movement does not exceed its speed. This ability replaces speak with
animals of its kind.

Flight (50 feet, Good)


A creature with this ability can cease or resume flight as a free action. If the creature
has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural,
and it is ineffective in an antimagic field; the creature loses its ability to fly for as long
as the antimagic effect persists.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half
damage, a familiar takes no damage if it makes a successful saving throw and half
damage even if the saving throw fails.

Low-Light Vision
See twice as far as a human in low light, distinguishing color and detail.

Poison: BiteInjury (DC 13) (Ex)


You have a poison attack.

Teammate (Ex)
A valet is considered to have all the teamwork feats its master has.

Telepathic Link (1,500') (Ex)


A homunculus cannot speak, but the process of creating one links it telepathically
with its creator. A homunculus knows what its master knows and can convey to him
or her everything it sees and hears, out to a distance of 1,500 feet.

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.