Warlord Ascension 8

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Bob #8

Player: Coccia
Male half-orc fighter (two-handed fighter) 8 - CR 7
Chaotic Neutral Humanoid (Human, Orc); Deity: Gorum;
Age: 30; Height: 5' 6"; Weight: 201lb.
Ability Score Modifier Temporary

STR 18 +4
STRENGTH

DEX 16 +3
DEXTERITY

CON 16 +3
CONSTITUTION

INT 7 -2
INTELLIGENCE

WIS 13 +1
WISDOM

CHA 7 -2
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes


Skill Name Total Ability Ranks Temp
FORTITUDE +14 = +6 +3 +2 +3 Acrobatics +2 DEX (3) -
(CONSTITUTION)
Pariah: +2 racial bonus vs. emotion and fear effects, Speed greater/less than 30 ft.: -4 to jump
Unflinching Valor: +2 racial bonus vs. fear effects Appraise +0 INT (-2) -
REFLEX +10 = +2 +3 +2 +3 Bluff -2 CHA (-2) -
(DEXTERITY)
Pariah: +2 racial bonus vs. emotion and fear effects,
Unflinching Valor: +2 racial bonus vs. fear effects
Climb +3 STR (4) -
WILL
Diplomacy -2 CHA (-2) -
(WISDOM)
+11 = +2 +1 +2 +6 Disguise +0 CHA (-2) -
Pariah: +2 racial bonus vs. emotion and fear effects,
Unflinching Valor: +2 racial bonus vs. fear effects Escape Artist +2 DEX (3) -
Total Armor Shield Dex Size Natur Deflec Dodge Misc Fly +2 DEX (3) -
AC 23 = +10 +3 Heal +3 WIS (1) -
Touch AC
10
13 Flat-Footed AC 20 Intimidate +16 CHA (-2) 8
BAB Strength Size Misc Perception +3 WIS (1) -
CM Bonus +11 = +8 +4 - - Ride +2 DEX (3) -
+17 Sundering Sense Motive +1 WIS (1) -
BAB Strength Dexterity Size
Stealth +2 DEX (3) -
CM Defense 25 = 10 +8 +4 +3 -
26 vs. Grapple; 29 vs. Sunder Survival +3 WIS (1) -
Base Attack +8 HP 84 Swim +3 STR (4) -
Damage / Current HP Feats
Initiative +4 Armor Proficiency (Heavy)
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.
Speed 30 / 20 ft
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check
+2 katana penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Main hand: +15/+10, 1d8+16 Crit: 18-20/×2 Armor Proficiency (Medium)


When you wear a type of armor with which you are proficient, the armor check
Both hands: +15/+10, 1d8+18 1-hand, S, Deadly penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Furious Focus
+1 mithral full plate If you are wielding a weapon in two hands, ignore the penalty for your first
attack of each turn.
Max Dex: +3, Armor Check: -3
+10 Spell Fail: 25%, Medium, Slows
Greater Sunder
When destroying an item, extra damage is transferred to the wielder.
Improved Sunder
You don't provoke attacks of opportunity when sundering.
Intimidating Prowess
Add STR to Intimidate.

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Feats Experience & Wealth
Iron Will Experience Points: 34000/50000
You get a +2 bonus on all Will saving throws.
Current Cash: You have no money!
Martial Weapon Proficiency - All
You are proficient with all Martial weapons.
Power Attack -3/+6
Special Abilities
You can subtract from your attack roll to add to your damage. Unflinching Valor
Many fearsome arctic predators consider young frostkin easy prey, but some
Rage 10 round/day frostkin manage to surpass their fear and fight off these beasts in time for help
Adding this feat will let you create your own feat with a name of your choice. to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving
Shield Proficiency throws against fear effects, and a +1 racial bonus to CMD to avoid being
Weapon Training (Blades, Heavy) +1racial
(Ex)trait.
You can use a shield and take only the standard penalties. grappled. This racial trait replaces the intimidating
Starting at 5th level, a fighter can select one group of weapons, as noted below.
Simple Weapon Proficiency - All Whenever he attacks with a weapon from this group, he gains a +1 bonus on
Proficient with all simple weapons. attack and damage rolls.

Step Up Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further
When a foe makes a 5 ft step away from you, you can move 5 ft to follow them. Languages
trained in another group of weapons. He gains a +1 bonus on attack and
Tower Shield Proficiency Common Orc
damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a
You can use a tower shield and suffer only the standard penalties. fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls
Weapon Focus (Katana) Situational Modifiers
with one weapon group and a +2 bonus on attack and damage rolls with the
weapon group selected at 5th level. Bonuses granted from overlapping groups
You gain a +1 bonus on all attack rolls you make using the selected weapon. Acrobatics
do not stack. Take the highest bonus granted for a weapon if it resides in two or
Weapon Trick (Two-Handed Weapons) Speed greater/less than 30 ft.: -4 to jump
more groups.
You may perform weapon tricks with the chosen weapon type. All Saves
A fighter+2
Pariah: also adds
racial this bonus
bonus to anyand
vs. emotion combat
fear maneuver checks made
effects, Unflinching with+2
Valor:
Traits weapons
racial from
bonus vs.this group.
fear This bonus also applies to the fighter's Combat
effects
Maneuver Defense when defending against disarm and sunder attempts made
Bloody-Minded against weapons from this group.
+1 trait bonus to initiative and Intimidate
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword,
Indomitable Faith longsword, scimitar, scythe, and two-bladed sword.
+1 Will saves.

Gear
Total Weight Carried: 33/300 lbs, Encumberance
Ignored
(Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs)
+1 mithral full plate 25 lbs
+2 katana 6 lbs
Artisan's outfit (Free) -
Cloak of resistance +2 1 lb
Special Abilities
Backswing (Ex)
At 7th level, when a two-handed fighter makes a full attack with a two-handed
weapon, he adds double his Strength bonus on damage rolls for all attacks after the
first. This ability replaces armor training 2.
Darkvision (60 feet)
A creature with darkvision can see in total darkness, usually to a range of 60 feet.
Within this range the creature can see as clearly as a sighted creature could see in
an area of bright light. Darkvision is black and white only but otherwise like normal
sight.
Frostkin
The frostkin’s struggle for acceptance is a fight for survival, for few can endure the
frostbitten north without allies.

Winter half-orcs are native to the Crown of the World and the lands just south of its
Orc Blood
borders. Their skin often has a bluish tinge rather than green (where not marked by
Half-orcs
frostbite), count as are
but they bothotherwise
humans and quiteorcs for any
varied effect
in their related to race.
appearance, as their human
Overhand Chop (Ex)
parentage ranges from tall, fair Ulfen to short, darker Erutaki to Varki, who mix both
of
At these influences
3rd level, when awith Tian blood.
two-handed fighter makes a single attack (with the attack action
or a charge) with a two-handed weapon, he adds double his Strength bonus on
Winter
damagehalf-orcs
rolls. This born into replaces
ability orc tribesarmorstruggle to thrive.
training 1. During the appalling cold of
endless winter nights, orc tribes huddle for warmth; the weak and disfavored are
Pariah
pushed to the edge of the group, where exposure and hypothermia can quickly take
their toll.
While manyDuring the warmer
cultures times,against
discriminate half-orcs who’ve in
half-orcs, lost fingers
some, and toesdwarven
particularly to frostbite
are furthermore
communities, disadvantaged.
half-orcs are complete Whilesocial
a fewpariahs.
exceptional
It goeshalf-orcs
withoutthrive
saying in that
this such
environment,
a culture doesmost who survive
not provide outletslongfor enough
a half-orc sliptoaway to seek
practice with better lives.orc
traditional
weapons. The few half-orcs who survive to adulthood in such harsh social climates
Shattering
Such
are half-orcs
deeply Strike
scarred +2
get abychilly (Ex)
theirwelcome in most of and
abusive treatment the Linnorm
find it hardKingdoms,
to express butand
word of
At 2nd may
mouth level,lead
understand a two-handed
normal them fighter
to better
emotions. gains
opportunities
Such a +1in
half-orcs bonus
gain to CMB
racialand
theaIronbound
+2 CMD
Islands.
bonus on
onOrcs sunder
savingare
attempts
uncommon
throws and
against in on damage
Irrisen,
emotion rolls
butand
winter made
fear orcs against
who
effects aobjects.
migrate
and These
south
-2 penalty bonuses
inonsearch increase
of an by
life+1
easierand
Bluff, Diplomacy,
for every
often
Sense find four
Motive levels
Irrisen’s beyond
climate
checks. Thisand 2nd.
theThis
racial small
trait ability replaces
but growing
replaces weapon bravery.
half-orc community agreeable,
familiarity.
though few have much chance of upward mobility unless they excel at witchcraft.

Winter half-orcs fare betterHero


among
Lab the
and Varki andLab
the Hero Erutaki. LifeRegistered
logo are in the far Trademarks
north is of LWD Technology, Inc. Free download at http://www.wolflair.com
precarious, so these tribes are openPathfinder®
to trading with
and or even taking
associated in any
marks with the
and logos are trademarks of Paizo Inc.®, and are used under license.
skill and stamina to make themselves useful and a willingness to respect their
complex customs and traditions.
Elijah #8
Player: Marco
Male human cleric of Desna 8 - CR 7
Chaotic Good Humanoid (Human); Deity: Desna; Age: 30;
Height: 5' 4"; Weight: 140lb.
Ability Score Modifier Temporary

STR 19/21 +4/+5


STRENGTH

DEX 15 +2
DEXTERITY

CON 15 +2
CONSTITUTION

INT 7 -2
INTELLIGENCE

WIS 14 +2
WISDOM
Skill Name Total Ability Ranks Temp
CHA 7 -2
CHARISMA Acrobatics +19 DEX (2) 8
Speed greater/less than 30 ft.: +4 to jump
Saving Throw Total Base Ability Resist Misc Temp Notes Appraise -2 INT (-2) -
FORTITUDE +9 = +6 +2 +1 Bluff -2 CHA (-2) -
(CONSTITUTION)

REFLEX Climb +5 STR (5) -


+5 = +2 +2 +1
(DEXTERITY)
Diplomacy -2 CHA (-2) -
WILL +9 = +6 +2 +1 Disguise -2 CHA (-2) -
(WISDOM)

Total Armor Shield Dex Size Natur Deflec Dodge Misc Escape Artist +2 DEX (2) -
AC 21 = +7 +2 +1 +1 Fly +2 DEX (2) -
Touch AC
10
13 Flat-Footed AC 19
Heal +2 WIS (2) -
BAB Strength Size Misc Intimidate -2 CHA (-2) -
CM Bonus +11 = +6 +5 - - Perception +10 WIS (2) 8
Ride +2 DEX (2) -
BAB Strength Dexterity Size
Sense Motive +2 WIS (2) -
CM Defense 24 = 10 +6 +5 +2 -
Stealth +2 DEX (2) -
Base Attack +6 HP 67
Survival +2 WIS (2) -
Damage / Current HP
Swim +5 STR (5) -
Initiative +8 Feats
Armor Proficiency (Light)
Speed 40 ft 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.

Cestus Armor Proficiency (Medium)


When you wear a type of armor with which you are proficient, the armor check
Main hand: +11/+6, 1d4+5 Crit: 19-20/×2 penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Light, B/P, Monk Augment Summoning
Summoned creatures have +4 to Strength and Constitution.
Longspear Combat Reflexes (3 AoO/round)
Both hands: +11/+6, 1d8+7 Crit: ×3 You can make extra attacks of opportunity.
2-hand, P, Brace, Improved Initiative
Reach You get a +4 bonus on initiative checks.
Sling Power Attack -2/+4
Ranged: +8/+3, 1d4+5 Crit: ×2 You can subtract from your attack roll to add to your damage.

Ranged, both hands: +8/+3, 1d4+7 Rng: 50' Shield Proficiency


You can use a shield and take only the standard penalties.
1-hand, B
Simple Weapon Proficiency - All
Proficient with all simple weapons.
Spell Focus (Conjuration)
Spells from one school of magic have +1 to their save DC.

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Traits Experience & Wealth
Reactionary Experience Points: 34000/50000
+2 Initiative
Current Cash: 789 gp
Rice Runner
You grew up as a slave in Wanshou, harvesting rice for your kraken despot, and you
know how to move agilely across sodden and unsteady ground. You gain a +1 trait Tracked Resources
bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.
Agile Feet (5/day) (Su)
+1 comfort mithral breastplate Cleric Channel Positive Energy 4d6 (1/day, DC 12) (Su)
Max Dex: +5, Armor Check: -
+7 Spell Fail: 15%, Light
Extend metamagic rod (lesser, 3/day)
Good Fortune (1/day) (Ex)

Languages
Gear Common
Total Weight Carried: 33/460 lbs, Encumberance Spells & Powers
Ignored
(Light: 153 lbs, Medium: 306 lbs, Heavy: 460 lbs) Cleric spells memorized (CL 8th; concentration +10)
+1 comfort mithral breastplate 15 lbs Melee Touch +11/+6 Ranged Touch +8/+3
Artisan's outfit (Free) - 4th—dimension doorD, summon monster IV
Asta della vita - 3rd—flyD, magic vestment, summon monster III
Belt of giant strength +2 1 lb 2nd—aidD, aid, resist energy, silence (DC 14), weapon of
Boots of elvenkind 1 lb aweAPG (DC 14)
Cestus 1 lb 1st—bless, comprehend languages, divine favor,
Cloak of resistance +1 1 lb mistsight, obscuring mist, true strikeD
Extend metamagic rod (lesser, 3/day) 5 lbs 0th (at will)—create water, detect magic, light, sparkAPG
Holy symbol, wooden (Desna) - (DC 12)
Longspear 9 lbs [D] Domain spell; Domains Luck, Travel
Ring of protection +1 -
Sling - Situational Modifiers
Acrobatics
Special Abilities Speed greater/less than 30 ft.: +4 to jump
Agile Feet (5/day) (Su)
As a free action, you can gain increased mobility for 1 round. For the next round,
Sourcebooks Used
you ignore all difficult terrain and do not take any penalties for moving through it. • 1001 Spells - Mistsight (spell)
You can use this ability a number of times per day equal to 3 + your Wisdom
modifier. • Advanced Player's Guide - Spark (spell); Weapon of
Aura (Ex) Awe (spell)
A cleric or warpriest of a chaotic, evil, good, or lawful deity has a particularly
powerful aura corresponding to the deity's alignment (see detect evil on page 266 of • Advanced Player's Guide / Adventurer's Armory /
the Core Rulebook for details). Ultimate Equipment - Cestus (weapon)
Cleric Channel Positive Energy 4d6 (1/day, DC 12) (Su) • Advanced Player's Guide Traits / Character Traits
Regardless of alignment, any cleric can release a wave of energy by channeling the Web Enhancement - Reactionary (trait)
power of her faith through her holy (or unholy) symbol (see Channel Energy). This
energy can be used to cause or heal damage, depending on the type of energy • Dragon Empires Primer - Rice Runner (trait)
channeled and the creatures targeted.
Cleric Domain (Luck) • Pathfinder Society Field Guide - Comfort (item power)
Granted Powers:
A good cleric (or a You are cleric
neutral infused with
who luck, and
worships your deity)
a good mere presence
channels can spread
positive
good fortune.
energy and can choose to deal damage to undead creatures or to heal living
Cleric Domain
creatures. (Travel)
An evil cleric (or a neutral cleric who worships an evil deity) channels
negative
Granted energy
Powers: and
You can
arechoose to deal
an explorer damage
and to living creatures
find enlightenment in theor to heal
simple joy of
undead
travel, becreatures.
it by foot A orneutral cleric of
conveyance or amagic.
neutral deity (oryour
Increase onebase
who is not devoted
speed by 10 feet.to a
particular deity) must choose whether she channels positive or negative energy.
Good Fortune
Once this choice is(1/day) (Ex) be reversed. This decision also determines
made, it cannot
whether
At the as
6th level, cleric
an can cast spontaneous
immediate action, you cure or inflict
can reroll anyspells
one d20(seeroll
spontaneous
you have just
casting).
made before the results of the roll are revealed. You must take the result of the
reroll, even if it's worse than the original roll. You can use this ability once per day at
Channeling
6th level, and energy causes a time
one additional burstper thatdayaffects all creatures
for every six clericoflevels
one type
beyond(either
6th.
Spontaneous
undead or living) in Casting
a 30-foot radius centered on the cleric. The amount of damage
A good
dealt or cleric
healed (orisaequal
neutralto cleric of a good
1d6 points deity) can
of damage pluschannel
1d6 points stored spell energy
of damage for
into
every healing spells
two cleric that beyond
levels she did 1st not (2d6
prepare ahead
at 3rd, 3d6ofattime. The so
5th, and cleric
on).can "lose" any
Creatures that
prepared
take damage spellfrom
that channeled
is not an orison
energy or receive
domainaspellWill in
saveorder to castthe
to halve any cure spell
damage. Theof
the
DC same
of thisspell
savelevel or lower
is equal to 10(a+ cure
1/2 the spell is anylevel
cleric's spell+ with "cure" in
the cleric's its name).
Charisma
An
pointevil cleric (orexcess
total—all a neutral Spell-Like Abilities
modifier. Creatures healed by channel energy cannot exceed their maximum hit
clericisoflost.
healing an Aevil deity)
cleric maycan't convert
channel prepared
energy spellsofto
a number
cure spells butequal
can convert them to inflictmodifier.
spells (anThis inflict
is aspell is oneaction
with "inflict"
that in
Bit
times
its
of Luck
per
name).
day (5/day) to 3 +(Sp)
her Charisma standard
does not provoke an attack of opportunity. A cleric can choose whether or not to
Dimensional
include herself Hop in this(16 5-ftA inc/day)
effect. cleric must(Sp) be able to present her holy symbol to use
A cleric
this who is neither good nor evil and whose deity is neither good nor evil can
ability.
convert spells to either cure spells or inflict spells (player's choice). Once the player
makes this choice, it cannot be reversed. This choice also determines whether the
cleric channels positive or negative energy (see channel energy).
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Frank #8
Player: NIcco
Male dwarf druid 8 - CR 7
True Neutral Humanoid (Dwarf); Deity: Gozreh; Age: 67;
Height: 4'; Weight: 170lb.
Ability Score Modifier Temporary

STR 18/22 +4/+6


STRENGTH

DEX 16/14 +3/+2


DEXTERITY

CON 16 +3
CONSTITUTION

INT 7 -2
INTELLIGENCE

WIS 14 +2
WISDOM

CHA 5 -3
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +10 = +6 +3 +1
(CONSTITUTION)
Resist Nature's Lure: +4 vs. fey and plant-targeted effects
Skill Name Total Ability Ranks Temp
REFLEX +6 = +2 +2 +1 +1 Acrobatics +0 DEX (2) -
(DEXTERITY)
Resist Nature's Lure: +4 vs. fey and plant-targeted effects Speed greater/less than 30 ft.: +4 to jump

WILL Appraise -2 INT (-2) -


(WISDOM)
+9 = +6 +2 +1 Greed: +2 racial bonus to assess nonmagical metals or gemstones
Resist Nature's Lure: +4 vs. fey and plant-targeted effects
Bluff -3 CHA (-3) -
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Climb +8 STR (6) 1
AC 21 = +2 +2 -1 +6 +2 Diplomacy -3 CHA (-3) -
10
Touch AC 13 Flat-Footed AC 19 Disguise -3 CHA (-3) -
Defensive Training +4: +4 dodge bonus vs. Giants
BAB Strength Size Misc
Escape Artist +0 DEX (2) -
CM Bonus +13 = +6 +6 +1 -
Fly -2 DEX (2) -
+17 Grappling; +15 Tripping Handle Animal +1 CHA (-3) 1
See the Base Attack (below) for modifiers that may also apply to CMB
BAB Strength Dexterity Size
Heal +7 WIS (2) 2
CM Defense 27 = 10 +6 +6 +2 +1
Intimidate -3 CHA (-3) -
33 vs. Trip Knowledge (geography) +2 INT (-2) 1
See the AC section (above) for situational modifiers that may also apply to CMD
Knowledge (nature) +4 INT (-2) 1
Base Attack +6 HP 75 Perception +13 WIS (2) 8
Hatred +1: +1 vs. humanoids with the orc and goblinoid
Damage / Current HP Stonecunning: +2 racial bonus to notice unusual stonework
subtype
Ride +0 DEX (2) -
Initiative +4 Sense Motive +2 WIS (2) -
Spellcraft +2 INT (-2) 1
Speed 40 ft
Stealth -4 DEX (2) -
Bite (Bear, Dire) Survival +8 WIS (2) 1
Main hand: +11, 1d8+6 Crit: ×2 Swim +4 STR (6) -
Light, B/P/S
Feats
Hatred +1: +1 vs. humanoids with the orc and goblinoid subtype
Armor Proficiency (Light)
Claw x2 (Bear, Dire) 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.
Main hand: +11, 1d6+6 plus 1d6 Crit: ×2
Light, B/S Armor Proficiency (Medium)
electricity plus grab When you wear a type of armor with which you are proficient, the armor check
Hatred +1: +1 vs. humanoids with the orc and goblinoid subtype penalty for that armor applies only to Dexterity- and Strength-based skill checks.

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 Inc.®, and are used under license.
Feats Experience & Wealth
Druid Weapon Proficiencies Experience Points: 34000/50000
You are proficient with the Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle,
Shortspear, Sling and Spear.
Current Cash: 2,378 gp
Furious Focus
If you are wielding a weapon in two hands, ignore the penalty for your first attack of Special Abilities
each turn.
Defensive Training +4
Improved Trip +4 dodge bonus to AC against monsters of the Giant subtype.
You don't provoke attacks of opportunity when tripping.
Druid Domain (Wolf)
Natural Spell Granted Powers: You run with the pack and are the master of the cold hunt of
You can cast spells while in Wild Shape. your spirit totem.
Power Attack -2/+4 Grab: Claw (Large) (Ex)
You can subtract from your attack roll to add to your damage. If a creature with this special attack hits with the indicated attack (usually a claw
or bite attack), it deals normal damage and attempts to start a grapple as a free
Shield Proficiency action without provoking attacks of opportunity. Unless otherwise noted, grab
You can use a shield and take only the standard penalties. works only against opponents the same size category as the creature or
Greed
Wild Speech smaller. The creature has the option to conduct the grapple normally, or simply
+2
Speak while in wild shape useracial bonus
the part onbody
of its Appraise
it usedchecks
in themade
grab toto hold
determine the priceIfofit nonmagical
the opponent. chooses to
goods
do the that contain
latter, it takesprecious metalson
a -20 penalty or its
gemstones.
combat maneuver check to make and

Traits Hatred
maintain+1 the grapple, but does not gain the grappled condition itself. A
successful hold to
+1 racial bonus does not rolls
attack deal against
any extra damagecreatures
humanoid unless theofcreature also has
the orc and
the constrict specialbecause
attack. Ifofthe creature
specialdoes not constrict, eachhated
successful
Deft Dodger goblinoid subtypes their training against these
grapple check it makes during successive rounds automatically deals the
foes.
Growing up in a rough neighborhood or a dangerous environment has honed your Improved Trip (bonus
damage indicated feat)
for the attack that established the hold. Otherwise, it deals
senses. You gain a +1 trait bonus on Reflex saves. constrict
You gain damage
ImprovedasTrip wellas(the amount
a bonus is given in the creature's descriptive text).
feat.
Outlander - Exile Orso
+2 Initiative Creatures with the grab special attack receive a +4 bonus on combat maneuver
You maytouse
checks startyour
andWild Shape
maintain ability to become an animal.
a grapple.

Scimitar Pack Tactics (5/day) (Ex)


At 8th level, as a free action on your turn, you can designate an adjacent
Crit: 18-20/×2 square; your attacks are treated as coming from that square for the purposes of
Main hand: +9/+4, 1d6+6 determining whether or not you are flanking (this applies even if that square is
Light, S occupied by an object or creature).
Resist Nature's Lure (Ex)
Hatred +1: +1 vs. humanoids with the orc and goblinoid subtype Starting at at4th level,
This ends the startaofdruid
yourgains a +4or
next turn bonus
if youon saving throws against the
move.
Sling spell-like and supernatural abilities of fey. This bonus also applies to spells and
effects thatflanking
If you are target plants, suchwithout
a creature as blight, entangle,
using spike
this ability, growth,
you andyour
may add warp
Ranged: +5/+0, 1d4+6 Crit: ×2 wood.
Roccia
Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You
Rng: 50' can use
You maythis
useability a number
your Wild Shapeofability
timestoper day equal
become to 3 + your Wisdom
an elemental.
modifier.
Light, B Scent (Ex)
Hatred +1: +1 vs. humanoids with the orc and goblinoid subtype 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
Heavy wooden shield identify familiar odors just as humans do familiar sights.

Max Dex: -, Armor Check: -2 Spontaneous


The creature can Casting
+2
detect opponents within 30 feet by sense of smell. If the
A druid can
opponent is channel
upwind, stored spellincreases
the range energy into summoning
to 60 spells that
feet; if downwind, she hasn't
it drops to 15
Spell Fail: 15%, Shield prepared ahead
feet. Strong of time.
scents, suchShe can "lose"
as smoke a prepared
or rotting spell
garbage, in order
can to castat
be detected any
twice
summon nature's ally spell of the same level or lower.
the ranges noted above. Overpowering scents, such as skunk musk or
Stonecunning
troglodyte stench, +2
can be detected at triple normal range.
Lamellar (horn) armor +2 racial bonus on Perception checks to potentially notice unusual stonework,
When a creature
such as traps anddetects
hiddenadoors scent,located
the exact location
in stone wallsof or
thefloors.
source is not a
Receive
revealed - only its
anypresence somewhere within range.
withinThe creature can take ora
Max Dex: +3, Armor Check: -4
+5 Spell Fail: 25%, Medium, Slows
check to notice
move
not they
Trackless
action to note the
are actively
of the source, Step
such features that they pass 10 feet
direction of the scent. When the creature is within 5 feet
looking.
(Ex) the source's location.
it pinpoints
of, whether

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot
A creature
be tracked.with Shethemay scent ability
choose to can
leave follow
a trailtracks by smell, making a Wisdom
if so desired.
(or Survival) check to find or follow a track. The typical DC for a fresh trail is 10
Wild Empathy +5 (Ex)
(no matter what kind of surface holds the scent). This DC increases or
Gear A characterdepending
decreases can improve on the
howattitude
strong of theanquarry's
animal.odor Thisis,
ability functions
the number ofjust like
a Diplomacy
creatures, andcheck
the agemade to improve
of the trail. Forthe attitude
each hour of a person.
that the trail The character
is cold, the DC
Total Weight Carried: 48/1560 lbs, Encumberance rolls 1d20 by
increases and2.adds her class
The ability level and
otherwise her Charisma
follows the rules for modifier to determine
the Survival skill. the
wild empathy checkbyresult.
Ignored Wild Shape
Creatures (8 hours,
tracking 3/day)
scent ignore the (Su)
effects of surface conditions and poor
visibility.
(Light: 519 lbs, Medium: 1038 lbs, Heavy: 1560 lbs) At
The 4th
animal
level,domestic
typical a druid gainsanimalthehasability to turn attitude
a starting herself into any Smallwhile
of indifferent, or Medium
wild
animalsand areback
usually again once per day. Her options for new forms include all
unfriendly.
Amulet of natural armor +2 - creatures with the animal type. This ability functions like the beast shape I spell,
Artisan's outfit (Free) - except
Wild
To use as
wildnoted
Shape here.the
(Plant
empathy, Thedruid
effect
Shape and lasts for
I:theSmall1 hour
animal per be
-must
Mediumdruid
ablelevel, or until
plant
to study eachsheother,
changes back.thatChanging form (to animal or back) is aanother
standard action and
Bracers of armor +2 1 lb which
You means
mayprovoke
creature)
doesn't use your they
anWild
must
attackShape be within 30
ability to become
of opportunity.
feet of
Theinform
one
a plant
chosen
under
creature.
must
normal
be thatbut,
of an
conditions. Generally, influencing an animal this way takes 1 minute as
Cloak of resistance +1 1 lb Woodland
animal Stride
the druid
with influencing (Ex)
is familiar
people, with. take more or less time.
it might
Heavy shield bash - A character may move through any sort of undergrowth (such as natural thorns,
A
A druid
briars, losescan
character heralso
overgrown ability
usetoand
areas, speak
this while
ability
similar to in animal
influence
terrain) aform
at her because
magical
normal she
beast
speed is an
with
and limited
withoutto
Heavy wooden shield 10 lbs the sounds
Intelligence
taking damagethat a normal,
score
or of 1 or 2,untrained
suffering but she
any animal
othertakes a can make, on
-4 penalty
impairment. butthe
shecheck.
can
Lamellar (horn) armor 30 lbs communicate normally with other animals of the same general grouping as her
new form.
Thorns, (Theand
briars, normal sound aareas
overgrown wild parrot makes
that have beenis a squawk,manipulated
magically so changingto to
Ring of protection +2 - this formmotion,
impede does not Tracked Resources
permit speech.)
however, still affect her.
Scimitar 4 lbs Pack
A druidTactics (5/day)
can use this ability an(Ex)
additional time per day at 6th level and every two
Sling - levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can
Wild Shape
use wild shape at(8 hours,
will. 3/day)
As a druid gains in(Su)
levels, this ability allows the druid to
take on the form of larger and smaller animals, elementals, and plants. Each
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free
form expends download
one daily at http://www.wolflair.com
usage of this ability, regardless of the form taken.
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or
a Small elemental. When taking the form of an animal, a druid's wild shape now
functions as beast shape II. When taking the form of an elemental, the druid's
wild shape functions as elemental body I.
Languages Sourcebooks Used
Common Dwarven • 1001 Spells - Acid Spit (spell); Energy Weapon (spell);
Druidic Mistsight (spell); Summon Nature's Ally Minor (spell)
• Advanced Player's Guide - Aspect of the Wolf (spell);
Spells & Powers Bloodhound (spell); Furious Focus (feat); Hunter's Howl
Druid spells memorized (CL 8th; concentration +10) (spell); Spark (spell); Strong Jaw (spell)
Melee Touch +11/+6 Ranged Touch +7/+2 • Advanced Player's Guide Traits / Character Traits Web
4th—dispel magic, strong jawD,APG (DC 16) Enhancement - Deft Dodger (trait)
3rd—acid spit (DC 15), aspect of the wolfD,APG, cure • Shadows Under Sandpoint - Outlander - Exile (trait)
moderate wounds • Ultimate Combat - Air Bubble (spell); Animal Aspect
2nd—animal aspectUC, barkskin, bloodhoundD,APG, gust of (spell)
wind (DC 14), summon nature's ally II • Ultimate Combat / Ultimate Equipment - Lamellar
1st—air bubbleUC, energy weapon, hunter's howlD,APG (DC (horn) armor (armor)
13), mistsight, obscuring mist, remove sicknessUM (DC 13) • Ultimate Magic - Wolf (special ability); Remove Sickness
0th (at will)—detect magic, light, sparkAPG (DC 12), (spell); Wild Speech (feat)
summon nature's ally minor
[D] Domain spell; Domain Wolf

Companions
Ginko
Dire wolf (Pathfinder RPG Bestiary 278)
N Large animal
Init +2; Senses low-light vision, scent; Perception +11
—————
Defense
—————
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
hp 50 (6d8+18)
Fort +8, Ref +7, Will +3
—————
Offense
—————
Speed 50 ft.
Melee bite +8 (1d8+6)
Space 10 ft.; Reach 5 ft.
—————
Statistics
—————
Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
Feats - Custom Feat -, Run, Skill Focus (Perception),
Weapon Focus (bite)
Skills Acrobatics +2 (+6 to jump with a running start, +10
to jump), Perception +11, Stealth +3; Racial Modifiers +4
to survival when tracking by scent
—————
Tracked Resources
—————
-none-

Situational Modifiers
Acrobatics
Speed greater/less than 30 ft.: +4 to jump
All Saves
Resist Nature's Lure: +4 vs. fey and plant-targeted effects
Appraise
Greed: +2 racial bonus to assess nonmagical metals or gemstones
Perception
Stonecunning: +2 racial bonus to notice unusual stonework

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Ginko
Dire wolf - CL6 - CR 4
True Neutral Animal
Ability Score Modifier Temporary Skill Name Total Ability Ranks Temp
Acrobatics +2 DEX (2) -
STR 19 +4 Run: +4 to jump with a running start, Speed greater/less than 30 ft.: +8
STRENGTH to jump
DEX 15 +2 Appraise -4 INT (-4) -
DEXTERITY
Bluff +0 CHA (0) -
CON 17 +3 Climb +4 STR (4) -
CONSTITUTION
Diplomacy +0 CHA (0) -
INT 2 -4
INTELLIGENCE Disguise +0 CHA (0) -
WIS Escape Artist +2 DEX (2) -
12 +1
WISDOM Fly +0 DEX (2) -
CHA 10 0 Heal +1 WIS (1) -
CHARISMA
Intimidate +0 CHA (0) -
Saving Throw Total Base Ability Resist Misc Temp Notes Perception +11 WIS (1) 4
FORTITUDE +8 = +5 +3 Ride +2 DEX (2) -
(CONSTITUTION)

REFLEX Sense Motive +1 WIS (1) -


+7 = +5 +2
(DEXTERITY) Stealth +3 DEX (2) 2
WILL +3 = +2 +1 Survival +1 WIS (1) -
(WISDOM)

Total Armor Shield Dex Size Natur Deflec Dodge Misc Swim +4 STR (4) -
AC 14 = +2 -1 +3 Feats
10
Touch AC 11 Flat-Footed AC 12 Blink 15 feet/ at will
BAB Strength Size Misc Adding this feat will let you create your own feat with a name of your choice.

CM Bonus +9 = +4 +4 +1 - Run
Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep
Dex when running.
BAB Strength Dexterity Size
Skill Focus (Perception)
CM Defense 21 = 10 +4 +4 +2 +1 You get a +3 bonus on all checks involving the chosen skill.
25 vs. Trip
Weapon Focus (Bite)
Base Attack +4 HP 50 You gain a +1 bonus on all attack rolls you make using the selected weapon.

Damage / Current HP
Special Abilities
Initiative +2
+4 to Survival when tracking by Scent
+4 to Survival when tracking by Scent.
Speed 50 ft Low-Light Vision
A creature with low-light vision can see twice as far as a human in starlight,
Bite (Wolf, Dire) moonlight, torchlight, and similar conditions of dim light. It retains the ability to
distinguish color and detail under these conditions.
Main hand: +8, 1d8+6 Crit: ×2 Scent (Ex)
Light, B/P/S 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.
Trip
The(Ex)
creature can detect opponents within 30 feet by sense of smell. If the
A creatureiswith
opponent the trip
upwind, thespecial
range attack can to
increases attempt
60 feet; to iftrip its opponent
downwind, as atofree
it drops 15
action without
feet. Strong provoking
scents, suchan as attack
smokeoforopportunity if it hits
rotting garbage, with
can bethe specified
detected at twice
attack. If the attempt fails, the creature is not tripped in
the ranges noted above. Overpowering scents, such as skunk musk or return.
troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not
revealed - only 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.

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.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Situational Modifiers Experience & Wealth
Acrobatics Experience Points: 0/23000
Run: +4 to jump with a running start, Speed greater/less than 30 ft.: +8 to jump
Current Cash: You have no money!
Sourcebooks Used
• Bestiary - Wolf, Dire (race)

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Iao della montagna #8
Player: Matteo
Male human monk (monk of the sacred mountain,
Skill Name Total Ability Ranks Temp
qinggong monk) 8 - CR 7
Lawful Neutral Humanoid (Human); Deity: Irori; Age: 18; Acrobatics +15 DEX (4) 8
Speed greater/less than 30 ft.: +8 to jump
Height: 5' 4"; Weight: 140lb.
Appraise -2 INT (-2) -
Ability Score Modifier Temporary
Bluff -2 CHA (-2) -
STR 17/19 +3/+4 Climb +4 STR (4) -
STRENGTH
Diplomacy -2 CHA (-2) -
DEX 16/18 +3/+4 Disguise -2 CHA (-2) -
DEXTERITY

CON Escape Artist +4 DEX (4) -


CONSTITUTION
16 +3/+1 Fly +4 DEX (4) -
INT 7 -2 Heal +4 WIS (4) -
INTELLIGENCE
Intimidate -2 CHA (-2) -
WIS 16/18 +3/+4 Perception +15 WIS (4) 8
WISDOM

CHA Ride +4 DEX (4) -


CHARISMA
7 -2 Sense Motive +4 WIS (4) -
Saving Throw Total Base Ability Resist Misc Temp Notes
Stealth +4 DEX (4) -
FORTITUDE
Survival +4 WIS (4) -
+9 = +6 +1 +2
(CONSTITUTION) Swim +4 STR (4) -
REFLEX +12 = +6 +4 +2
(DEXTERITY) Feats
WILL +12 = +6 +4 +2 Crane Riposte
(WISDOM)
Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing
Immunity to Disease dodge bonus.

Total Armor Shield Dex Size Natur Deflec Dodge Misc Crane Style
Penalty when fighting defensively reduced to -2 and dodge bonus increases by
AC 32 = +1 +2 +4 +3 +1 +5 +2 1.
10 Crane Wing
Touch AC 26 Flat-Footed AC 23 Your sweeping blocks and graceful motions allow you to deflect melee attacks
Mobility: +4 Dodge bonus vs. Attacks of Opportunity because you moved out of or with ease.
within a threatened area
BAB Strength Size Misc Deflect Arrows (1/round)
While have an empty hand, negate one ranged weapon hit you are aware of
CM Bonus +12 = +6 +4 - - (unless from a massive weapon).
Dodge
BAB Strength Dexterity Size +1 AC.
CM Defense 38 = 10 +6 +4 +4 - Improved Unarmed Strike
See the AC section (above) for situational modifiers that may also apply to CMD Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Base Attack +6 HP 67 Mobility


+4 to AC against some attacks of opportunity.
Damage / Current HP
Monk Weapon Proficiencies
Initiative +6 You are proficient with the Club, Crossbow (Light and Heavy), Dagger,
Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Sickle,
Siangham and Sling.
Speed 30 / 50 ft Spring Attack
You can move - attack - move when attacking with a melee weapon.
Shuriken Stunning Fist (8/day, DC 18)
Crit: ×2 You can stun an opponent with an unarmed attack.
Ranged: +10/+5, 1d2+4
Rng: 10' Toughness
Ranged Flurry: +10/+10/+5/+5, 1d2+4 You gain +3 hit points.
Light, P, Monk
Sling Traits
Ranged: +10/+5, 1d4+4 Crit: ×2 Aldori Caution
+1 dodge bonus to AC while fighting defensively or on total defense.
Ranged, both hands: +10/+5, 1d4+6 Rng: 50'
1-hand, B Outlander - Exile
+2 Initiative

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Gear Experience & Wealth
Total Weight Carried: 9/350 lbs, Encumberance Experience Points: 34000/50000
Ignored Current Cash: 2,490 gp
(Light: 116 lbs, Medium: 233 lbs, Heavy: 350 lbs)
Artisan's outfit (Free) - Special Abilities
Belt of physical might +2 (Str, Dex) 1 lb Vow of Cleanliness (+1 ki)
Bracers of armor +1 1 lb A monk undertaking this vow must wash daily. He must change into fresh
clothes daily or shortly after his robes become dirty. His appearance must be
Cloak of resistance +2 1 lb kept immaculate, including either neatly braiding or shaving off his hair (and, for
Headband of inspired wisdom +2 1 lb male monks, maintaining a clean-shaven face). His vow forbids him from
Vow of Silence (+1 ki)diseased, dead, or undead (though he may attempt
willingly touching the filthy,
Ring of protection +1 - The monk must
to cleanse or healspeak
those nosuffering
words and from attempt
disease),to be quiet using
though in his actions.
manufactured
Shuriken x50 0.1 lbs Accidental
weapons tonoises
attackand these thecreatures
sounds of is battle
allowed.(such as thewith
A monk sound
this of
vowa fist or
increases
weapon striking
his ki pool by 1 kianpointopponent)
for everydo 5not affect
monk his vow,
levels though+1)
(minimum most monks with
Sling - this vow choose their weapons and opponents so as to minimize even these
Vow of Truth
sounds. Thebreak
monk(+1 ki) to make a nonvocal noise to warn another of
is abandon
allowed
Note: If you or this vow, speak
you can setlies,
thatincluding
on the In-Play tab.
Special Abilities The
dangermonk is not
(such
half-truths with
as allowed
by stomping to deliberately
or clapping). Theany monk is allowed tobluffing, stating
use gestures
and motions to the intent to deceive,
communicate with othersexaggerating,
(including telling white lies,and
sign language) andisso on.
Bastion Stance (except mind-affecting or teleportation) (Ex) This applies
allowed to allAforms
to write. monk of communication.
with this vow increases If presented
his ki poolwithby
circumstances
1 ki point for
At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible where
every 6telling
monkthe truth(minimum
levels would bring +1).harm to another, the monk remains silent.
Many monks of this vow also take a vow of silence to show their commitment. A
to move when he stands his ground. If the monk starts and ends his turn in the
same space, he cannot be knocked prone or forcibly moved until the start of his monk
Note: with
If youthis vowor
break
Spell-Like Abilities
increases
abandonhis thiskivow,
poolyou
by 1can ki point
set thatfor on
every
the5In-Play
monk levels
tab.
(minimum +1).
next turn, except by mind-affecting or teleportation effects. At 16th level, he is
Fast Movement (+20 ft.) him to move, even mind-affecting and teleportation Barkskin (self only, 1 Ki) (Sp)
immune to any attempts to force
At 3rd level,
effects. This aability
monkreplaces
gains anslow
enhancement
fall. bonus to his land speed. A monk in Note: If you break or abandon this vow, you can set that on the In-Play tab.
armor or carrying a medium or heavy load loses this extra speed. By spending 1 Tracked Resources
point from his ki pool, he can increase his speed by 20 feet for 1 round.
Deflect Arrows (1/round)
Flurry of Blows +6/+6/+1/+1 (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When Ki Pool (11/day) (Su)
doing so, he may make one additional attack, taking a -2 penalty on all of his attack
rolls, as if using the Two-Weapon Fighting feat. These attacks can be any
combination of unarmed strikes and attacks with a monk special weapon (he does
Iron Limbto Defense
not need (Ex)to utilize this ability). For the purpose of these attacks,
use two weapons
Shuriken
At
the5th level,base
monk's a monk of the
attack sacred
bonus frommountain
his monkcan classdeflect blows
levels withtoanhis
is equal active
monk level.
defense that purposes,
For all other complementssuchhis
asbastion stance.
qualifying for a Iffeat
theor
monk starts and
a prestige ends
class, the his
monk turn in
the same space, he gains a
uses his normal base attack bonus. +2 shield bonus to AC and CMD until the start of his
Kinext
This
turn. As a swift action, he can spend 1 ki point to increase this bonus to +4.
Defense
ability +4 (Su)
replaces high
At
A monklevel,
8th can the monk
spend canjump.
1 point make twokiadditional
from his pool to giveattacks when
himself a +4hedodge
uses bonus
flurry oftoblows,
AC
as if using
for 1 round. Improved Two-Weapon Fighting (even if the monk does not meet the
prerequisites for the feat). Stunning Fist (8/day, DC 18)
Ki Flurry (Su)
At 15th
By level,1the
spending monk
point can
from hismake three
ki pool, additional
a monk attacks
can make using
one flurry of
additional blows,
attack at as
hisif
using Greater
highest attack Two-Weapon Fightinga (even
bonus when making if the
flurry of monk
blows does not meet the
attack. Languages
prerequisites for the feat).
Ki Pool (11/day) (Su) Common
At 4th level,
A monk a monk
applies gains
his full a poolbonus
Strength of ki points, supernatural
to his damage energy
rolls for he can use
all successful to
attacks
accomplish amazing feats.whether
The number of points
areinmade
a monk's ki pool is equal to 1/2
made with flurry
his monkwielded
weapon
of blows,
level + in
hisboth
Wisdom
the attacks
modifier.
hands.
with an off-hand
A monk may substitute disarm, sunder, and trip
or with a Situational Modifiers
Kicombat
Speed (Su)
maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot Acrobatics
A
usemonk
any gains
weapon additional
other powers
than that consume points from his ki pool as he gains
By spending
levels. 1 point from hisan
ki unarmed strikecan
pool, a monk or increase
a special monk
his baseweapon
speedasbypart of
20 feet Speed greater/less than 30 ft.: +8 to jump
a
forflurry of blows. A monk with natural weapons cannot use such weapons as part of
1 round.
a flurry of blows, nor can he make natural attacks in addition to his flurry of blows
KiThe
Strike,
ki pool Cold
attacks. Iron/Silver
is replenished (Su) after 8 hours of rest or meditation; these
each morning Sourcebooks Used
hours
At 7th do notaneed
level, to be
monk's consecutive.
unarmed strikes count as cold iron and silver for the purposes • Advanced Player's Guide - Monk of the Sacred
of overcoming damage reduction.
For a Ninja, the Ki Pool is based on Charisma, rather than Wisdom. Mountain (archetype)
Ki Strike, Magic (Su) • Advanced Race Guide - Dual Talent (alternate racial
Note:
At 4th Unchained monks
level, ki strike gain
allows this ability
a monk's at 3rd attacks
unarmed level. to be treated as magic
weapons for the purpose of overcoming damage reduction. trait)
• Shadows Under Sandpoint - Outlander - Exile (trait)
Note: Unchained monks gain this ability at 3rd level, when they gain a ki pool.
Maneuver Training (Ex) • Ultimate Combat - Crane Riposte (feat); Crane Style
For the purpose of calculating CMB, you add your full monk levels, rather than 3/4 (feat); Crane Wing (feat)
of your monk levels.
• Ultimate Magic - Barkskin (self only, 1 Ki) (special
Replaced Ability Chooser ability); Qinggong Monk (archetype); Vow of
Use this ability to choose which base monk abilities to trade out for Ki powers. Once
the monk has become a level where he would have gained that ability, this Cleanliness (special ability); Vow of Silence (special
configurable will gain a slot for a Ki power. ability); Vow of Truth (special ability)
Stunning Fist (Stun, Fatigue, Sicken) (Ex) • Weapon Master's Handbook - Aldori Caution (trait)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet
the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the
ability to apply a new condition to the target of his Stunning Fist. This condition
replaces stunning the target for 1 round, and a successful saving throw still negates
Unarmed
the effect. AtStrike
4th level,(1d10)
the monk can choose to make the target fatigued. At 8th
At 1st he
level, level,
canamake
monkthe gains Improved
target sickened Unarmed Strike At
for 1 minute. as12th
a bonus
level,feat. A monk’s
he can make the
attacks can be with
target staggered for fists,
1d6+1 elbows,
rounds.knees, and
At 16th feet.he
level, This
canmeans that a monk
permanently blind can
or
make
deafenunarmed strikes
the target. withlevel,
At 20th his hands
he canfull. There is
paralyze thenotarget
suchfor
thing as an
1d6+1 off-hand
rounds. The
attack for a monk striking unarmed. A monk can apply his full Strength
monk must choose which condition will apply before the attack roll is made. These bonus on
damage rolls for all his unarmed strikes. A monk’s unarmed strikes
effects do not stack with themselves (a creature sickened by Stunning Fist cannot deal lethal
damage, although he
become nauseated canbychoose
if hit Stunningto deal nonlethal
Fist again), butdamage withhits
additional nodopenalty on his
increase the
attack
duration.roll. He can make this choice while grappling as well.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
A monk’s unarmed strike is treated as both a manufactured
Pathfinder® weapon
and associated marksand
and alogos
natural
are trademarks of Paizo Inc.®, and are used under license.
weapon for the purpose of spells and effects that enhance or improve either
manufactured weapons or natural weapons.

The damage dealt by a monk’s unarmed strike is determined by the unarmed


damage column on Table 1–2: Monk. The damage listed is for Medium monks. The
Marcus Beltrame #8
Player: Edoardo
Male old half-elf alchemist (mindchemist) 8 - CR 7
Skill Name Total Ability Ranks Temp
True Neutral Humanoid (Elf, Human); Deity: Urgathoa; Age:
150; Height: 5' 9"; Weight: 135lb. Acrobatics +4 DEX (4) -
Ability Score Modifier Temporary
Appraise +11 INT (7) 1
Bluff -1 CHA (-1) -
STR 7 -2 Climb -2 STR (-2) -
STRENGTH

DEX Craft (alchemy) +18 INT (7) 8


DEXTERITY
16/18 +3/+4 Alchemy: +8 competence bonus to create alchemical items
Diplomacy +19 INT (7) 8
CON 13 +1
CONSTITUTION Disable Device +10 DEX (4) 4
INT 23/25 +6/+7 Disguise -2 CHA (-1) -
INTELLIGENCE
Perfect Recall: +7 to remember something Escape Artist +4 DEX (4) -
Fly +10 DEX (4) 3
WIS 13 +1
WISDOM Heal +10 WIS (1) 6
CHA 9 -1 Intimidate -1 CHA (-1) -
CHARISMA
Knowledge (arcana) +20 INT (7) 3
Saving Throw Total Base Ability Resist Misc Temp Notes Knowledge (dungeoneering) +15 INT (7) 1
FORTITUDE +9 = +6 +1 +2
Knowledge (engineering) +15 INT (7) 1
(CONSTITUTION)
Elven Immunities: +2 vs. enchantments, Poison Resistance: Knowledge (geography) +15 INT (7) 1
+6 bonus vs. poison
Knowledge (history) +15 INT (7) 1
REFLEX +12 = +6 +4 +2 Knowledge (local) +15 INT (7) 1
(DEXTERITY)
Elven Immunities: +2 vs. enchantments, Poison Resistance:
+6 bonus vs. poison
Knowledge (nature) +18 INT (7) 1
WILL Knowledge (nobility) +15 INT (7) 1
+8 = +2 +1 +2 +3
(WISDOM)
Elven Immunities: +2 vs. enchantments, Poison Resistance:
Knowledge (planes) +15 INT (7) 1
+6 bonus vs. poison Knowledge (religion) +15 INT (7) 1
Elven Immunities Poison Resistance +2 (Ex) Linguistics +10 INT (7) 3
Elven Immunities - Sleep Perception +16 WIS (1) 8
Total Armor Shield Dex Size Natur Deflec Dodge Misc Ride +4 DEX (4) -
AC 23 = +7 +2 +4 Sense Motive +14 WIS (1) 8
10 Sleight of Hand +11 DEX (4) 5
Touch AC 14 Flat-Footed AC 19
BAB Strength Size Misc Spellcraft +14 INT (7) 4
CM Bonus +4 = +6 -2 - - Stealth +15 DEX (4) 8
BAB Strength Dexterity Size
Survival +6 WIS (1) 2
CM Defense 18 = 10 +6 -2 +4 - Swim -2 STR (-2) -
Use Magic Device +10 CHA (-1) 8
Base Attack +6 HP 54 Feats
Damage / Current HP
Additional Traits
Initiative +12 You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be
Speed 30 ft chosen from different lists, and cannot be chosen from lists from which you
Alertness
have already selected a character trait. You must meet any additional
You get a +2 bonus
qualifications for theon all Perception
character checks
traits you and Sense Motive checks.
choose.
Bomb Anti-Scrying (occhio)
Adding this feat will let you create your own feat with a name of your choice.
Ranged: +11/+6, 4d6+7 Fire Crit: ×2
Rng: 25' Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check
Light penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Frost Bomb Brew Potion
You can create magic potions.
Ranged: +11/+6, 4d6+7 Cold Crit: ×2
Extra Discovery
Rng: 25' Choose an additional Discovery.
Light
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Feats Experience & Wealth
Extra Discovery Experience Points: 34000/50000
Choose an additional Discovery.
Current Cash: 214 gp
Potion Glutton
Drinking a potion, elixir, etc. is a swift action that does not provoke an AoO.
Simple Weapon Proficiency - All
Gear
Proficient with all simple weapons. Total Weight Carried: 146/70 lbs, Encumberance
Throw Anything Ignored
Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
(Light: 23 lbs, Medium: 46 lbs, Heavy: 70 lbs)
Traits Blood-boiling pill x5 -
Blood-chilling pill x5 -
Armor Expert
-1 Armor check penalty. Bombchucker 1 lb
Clever Wordplay (Diplomacy) Cloak of resistance +2 1 lb
Your cunning and logic are more than a match for another’s confidence and poise. Cognatogen: +4 INT, -2 STR, +2 Nat AC -
Choose one Charisma-based skill. You attempt checks with that skill using your Eye patch -
Intelligence modifier instead of your Charisma modifier.
Headband of vast intelligence +2 (Perception) 1 lb
Elven Reflexes Heavy shield bash -
+2 Initiative
Iron vial x100 1 lb
Fangwood Diplomat (Nirmathas)
+1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Light crossbow 4 lbs
Indomitable Faith Mithral heavy steel shield 7.5 lbs
+1 Will saves. Potion of cure serious wounds x6 -
Scholar's outfit (Free) -
Drawbacks Shard gel x5 1 lb
Foul Brand (Hand) Smelling salts -
-1 Disable Device, Disguise, and Sleight of Hand. Wrist sheath, spring loaded (empty) x2 1 lb
Light crossbow Special Abilities
Ranged: +8/+3, 1d8 Crit: 19-20/×2 +5 ft. to the range increment of thrown splash weapons.
Add +1 foot to the range increment of the alchemist's thrown splash weapons
Ranged, both hands: +10/+5, 1d8 Rng: 80' (including the alchemist's bombs). This option has no effect unless the
2-hand, P alchemist has selected it 5 times (or another increment of 5); a range increment
of 24 feet is effectively the same as a range increment of 20 feet, for example.
Tanglefoot Bomb (2d4 rds) Alchemy +8 (Su)
Alchemists are not only masters of creating mundane alchemical substances
Ranged: +11/+6, Crit: N/A such as alchemist’s fire and smokesticks, but also of fashioning magical potion-
like extracts in which they can store spell effects. In effect, an alchemist
Rng: 25' prepares his spells by mixing ingredients into a number of extracts, and then
Light Bomb
“casts”4d6+7his spells (15/day,
by drinking the DCextract.
21) (Su)
When an alchemist creates an extract
In
or addition
bomb, hetoinfusesmagicalthe extracts,
concoction alchemists are adept
with a tiny fraction atof swiftly
his ownmixing various
magical
volatile chemicals
power—this enables andthe infusing
creation them with theireffects,
of powerful magical butreserves
also bindsto create
the effects
+1 comfort mithral breastplate powerful
to bombs that they can hurl at their enemies. An alchemist can use a
the creator.
number of bombs each day equal to his class level + his Intelligence modifier.
Max Dex: +5, Armor Check: - Cognatogen (DCand 21)if not(Su)
+7 Spell Fail: 15%, Light
Bombsusing
When
At
competence
cognatogen
explosivean
addition,
are unstable,
1st level,
degrade
Craft
andabonus
(alchemy)
mindchemist
become
discovery.
material
alchemist
inertto-learns
equal
fromcan being
used inan
to create
their method
his class
usecreated
the round they
how to alchemical
leveloftocreation
and stored.
Craft (alchemy)
the Craft
are an
item,
create a cognatogen,
prevents
created,
(alchemy)
In orderpotions
to identify
large
to create
they gains a
alchemist
as per the of
volumes
check. In
as aif bomb,
using the
alchemist
detect magic.mustHe use
musta smallhold vial
the containing
potion an ounce of
to liquid
make catalyst - the
This ability replaces the
thismutagen classfor one
ability round
(a mindchemist such a check.
Deliver
alchemist
mutagens Touch
can
unless Spells
create
he selects Through
liquid catalyst
mutagen* Familiar
from
as a
small (Su) ofcannot
amounts
discovery).
chemicals create
from
Mithral heavy steel shield an
If the
as
alchemy
masterlab, andlevel
is 3rd these or supplies
higher, acan be readily
familiar refilled
can deliver in the
touch sameformanner
spells him. If
theamaster
spellcaster's
and thecomponent
familiar arepouch. Mostatalchemists
in contact the time the create
mastera number
casts aoftouch
Max Dex: -, Armor Check: - catalyst
spell, hevials at the starthis of the day as
equal
the to the totalThe number of bombs they can
+2 Spell Fail: 5%, Shield
create
the touch
Elfalchemist
Blood
spell before
can designate
in that
spellday
forthe
just- once
years.
as thecreated,
familiar
a catalyst
master could.
'toucher'.
vial remains
As usual,
touch is delivered, the touch spell dissipates.
familiar can then
usablecasts
if the master by theanother
deliver

Half-elves count as both elves and humans for any effect related to race.
Drawing the components of, creating, and throwing a bomb requires a standard
Empathic Link with
action that provokes Familiar
an attack (Su) Thrown bombs have a range of 20
of opportunity.
The masterusehas the an empathic link with hisspecial
familiarattack
out to(seea distance of up to 1
Gear feet and
mile. The master
Pathfinder RPG Core
Throw
cannot
Splash
see through
Rulebook).
Weapon
Bombsthe familiar's
are considered eyes, but
page 202
they can
weapons
of the
and can be
communicate
selected usingempathically.
feats such asBecause Point-Blankof the
Shot limited
and nature
Weapon of Focus.
the link,On only
a direct
Total Weight Carried: 146/70 lbs, Encumberance general emotional bomb
Familiar Bonus:content
hit, an alchemist's +4 inflictscan be
bonus 1d6communicated.
on initiative
points of fire damagechecks + additional damage
Ignored equal
If
Because
to the
you are of
alchemist's
within arm's reach
this empathic
Intelligence
link,ofthe
your modifier.
familiar,
master hasyou
Thegaindamage
the same
of an alchemist's
theconnection
benefits oftothe
an
bomb increases by 1d6 points at every odd-numbered alchemist level (thisitem
(Light: 23 lbs, Medium: 46 lbs, Heavy: 70 lbs) Alertness
or
bonusplace feat.
that hisisfamiliar
damage does. on a critical hit or by using feats such as Vital
not multiplied
+1 comfort mithral breastplate 15 lbs Strike).
If you are Splash
withindamage
1 mile offrom youran alchemist
familiar, youbombmay gain is always
other equal to the bomb's
benefits.
Absinthe (per bottle) 1.5 lbs Fast
minimum Poisoning
damage (so (Swift
if the bombAction) would(Ex)deal 2d6+4 points of fire damage on a
direct
At 3rd hit, its an
level, splash damage
alchemist canwouldapplybe 6 points
a dose of fire damage).
of poison to a weapon Those
as acaught
move in
Alchemical glue x5 0.5 lbs the
action.splash damage can attempt a Reflex save for half damage. The DC of this
Alchemical glue accelerant x5 - save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence
modifier.
At 6th level, this only requires a swift action.
Alchemy crafting kit 5 lbs Frost Bomb (Su)
When
At 18ththe alchemist creates a bomb, he canas choose
action. to have
(seeit the
inflict cold
Bandolier (empty) - Alchemists
damage.
can
level, learn
this onlynew types
requires of immediate
an bombs discoveries Discovery
ability) asCreatures
they level that take
up. An a direct hitbomb,
alchemist's from alike
frost
anbomb arebecomes
extract, staggered on if
inert
Bandolier (empty) - their
used next
Normal: turn unless
or carried theytosucceed
by poison
Applying anyone else.
a weaponon is
a Fortitude
a standardsave.
action
Belt of incredible dexterity +2 1 lb
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Special Abilities Languages
Grease Bomb (Su) Abyssal Dwarven
When the alchemist creates a bomb, he can choose to have it create a grease
slick upon detonation. When a grease bomb detonates, it coats an area equal to Aquan Elven
the bomb's splash radius in grease (as the grease spell) for 1 round per level. The Celestial Gnome
DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10
Infusion
+ 1/2 the alchemist's level + the alchemist's Intelligence modifier. A grease bomb Common Halfling
When the alchemist createsAnanalchemist
extract, he canbeinfuse it with
6than extra bit ofselecting
his own
can't affect
magical
items or armor. must at least level before
power. The extract created now persists even after the alchemist sets it
this discovery.
Daemonic Infernal
down. As long as the extract exists, it continues to occupy one of the alchemist’s Draconic Sylvan
daily extract slots. An infused extract can be imbibed by a non-alchemist to gain
Low-Light
its effects. Vision
A creature with low-light vision can see twice as far as a human in starlight, Spells & Powers
moonlight, torchlight,
Note: An infused andcan
extract similar conditions ofwith
be represented dimthe
light. It retains
Custom theoption
Scroll abilityon
to the
distinguish
Magic Tab. color and detail under these conditions. Alchemist (Mindchemist) spells memorized (CL 8th;
Perfect Recall concentration +15)
At 2nd level, a mindchemist has honed his memory. When making a Knowledge Melee Touch +4/-1 Ranged Touch +10/+5
check, he may add his Intelligence bonus on the check a second time. Thus, a
mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has 3rd—lesser age resistanceUM, heroism, paragon surgeARG
a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also
Precise Bombs (2)
use this ability when(7 squares)
making (Su) check to remember something. This
an Intelligence
Whenever the alchemist
ability replaces throws a bomb, he can select a number of squares equal
poison use.
2nd—barkskin, blur, false life (2), invisibility, resist energy
to his Intelligence modifier that are not affected by the splash damage from his 1st—adhesive spittleACG (DC 18), enlarge person (DC 18),
bombs.
reduce person (DC 18), shield, true shield, withering bomb
Share Spells with Familiar admixture
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). Companions
Speak with Animals (Ex) Arcane Familiar
If the master is 7th level or higher, a familiar can communicate with animals of
approximately the same kind as itself (including dire varieties): bats with bats, rats Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
with rodents, cats with felines, hawks and owls and ravens with birds, lizards and N Tiny magical beast (vermin)
snakes with reptiles, toads with amphibians, weasels with similar creatures
Speak with
(weasels, minks,Familiar
polecats, (Ex)
ermines, skunks, wolverines, and badgers). Such Init +3; Senses darkvision 60 ft.; Perception +18
If the master is 5th
communication level or
is limited byhigher, a familiar of
the intelligence andthethe master can
conversing communicate
creatures. —————
verbally as if they were using a common language. Other creatures do not
understand the communication without magical help. Defense
Swift Alchemy (Ex) —————
At 3rd level, an alchemist can create alchemical items with astounding speed. It AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2
takes an alchemist half the normal amount of time to create alchemical items. size)
At 18th level, an alchemist can create alchemical items with almost supernatural hp 27 (1d8)
Tanglefoot
speed. He can Bomb (2d4
create any rds) item as a full-round action if he succeeds at
alchemical Fort +6, Ref +9, Will +2
A creature
the that takescheck
Craft (alchemy) a direct
andhithas
from
theaappropriate
tanglefoot bomb must at
resources save against
hand thethe
to fund
bomb's DC or be entangled and glued to the floor as if it had failed its save
creation. Immune mind-affecting effects
against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the —————
splash area that fail their saves are entangled but not glued to the floor; those who
make this save are not entangled at all. Offense
Tracked Resources —————
Entangled The character is ensnared. Being entangled impedes movement, but
Absinthe (per bottle)
does not entirely prevent it unless the bonds are anchored to an immobile object Speed 30 ft.
Alchemicalanglue
or tethered by opposing force. An entangled creature moves at half speed, Melee sting +11 (1d2-4 plus poison)
cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to
Space 2½ ft.; Reach 0 ft.
Alchemical glue accelerant
Dexterity. An entangled character who attempts to cast a spell must make a
concentration check (DC 15 + spell level) or lose the spell. Special Attacks poison
—————
Glued A creature that is glued to the floor (or unable to fly) can break free by
making a DC 17 Strength check or by dealing 15 points of damage to the goo with Statistics
a slashing weapon. A creature trying to scrape goo off itself, or another creature —————
assisting, does not need to make an attack roll; hitting the goo is automatic, after
which the creature that hit makes a damage roll to see how much of the goo was
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
scraped off. Once free, the creature can move (including flying) at half speed. Base Atk +6; CMB +7; CMD 13 (25 vs. trip)
Feats Alertness, Weapon FinesseB
Skills Appraise +0, Climb +7, Diplomacy +4, Disable
Device +7, Fly +13, Heal +6, Linguistics +2, Perception
+18, Sense Motive +10, Sleight of Hand +8, Spellcraft +3,
Blood-boiling pill Stealth +26, Survival +2, Use Magic Device +4; Racial
Modifiers +4 Climb, +4 Perception, +4 Stealth
Blood-chilling pill SQ improved evasion
Bomb 4d6+7 (15/day, DC 21) (Su) —————
Tracked Resources
Cognatogen: +4 INT, -2 STR, +2 Nat AC —————
-none-
Potion of cure serious wounds
Shard gel
Smelling salts
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Situational Modifiers
All Saves
Elven Immunities: +2 vs. enchantments, Poison Resistance: +6 bonus vs.
poison
Craft (alchemy)
Alchemy: +8 competence bonus to create alchemical items
Intelligence Check
Perfect Recall: +7 to remember something

Sourcebooks Used
• 1001 Spells - Alter Liquid (spell); Combat Awareness
(spell); Energy Weapon (spell); Mistsight (spell); True
Shield (spell)
• Advanced Class Guide - Adhesive Spittle (spell);
Heightened Awareness (spell); Long Arm (spell)
• Advanced Player's Guide - Alchemist (class); Extra
Discovery (feat)
• Advanced Player's Guide / Advanced Race Guide -
Dual Minded (alternate racial trait)
• Advanced Player's Guide / Ultimate Equipment -
Alchemy crafting kit (equipment); Smelling salts
(equipment)
• Advanced Player's Guide Traits / Character Traits Web
Enhancement - Additional Traits (feat); Armor Expert
(trait)
• Advanced Player's Guide Traits / Character Traits Web
Enhancement / Ultimate Campaign - Indomitable Faith
(trait)
• Advanced Player's Guide Traits / Ultimate Campaign -
Elven Reflexes (trait)
• Advanced Race Guide - Paragon Surge (spell)
• Adventurer's Armory - Wrist sheath, spring loaded
(equipment)
• Adventurer's Armory / Ultimate Equipment - Iron vial
(equipment)
• Alchemy Manual - Blood-boiling pill (equipment); Blood-
chilling pill (equipment)
• Champions of Corruption - Foul Brand (Hand) (???)
• Deep Magic - Withering Bomb Admixture (spell)
• Dungeoneer's Handbook - Grease Bomb (special
ability)
• Heroes of the Wild - Fey Thoughts (alternate racial trait)
• Inner Sea Gods - Potion Glutton (feat)
• Inner Sea Primer - Fangwood Diplomat (Nirmathas)
(trait)
• Monster Codex - Bombchucker (equipment)
• Pathfinder Society Field Guide - Comfort (item power)
• Pathfinder Society Primer - Clever Wordplay (trait)
• Pirates of the Inner Sea - Eye patch (equipment)
• Ultimate Combat - Targeted Bomb Admixture (spell)
• Ultimate Equipment - Absinthe (per bottle) (equipment);
Alchemical glue (equipment); Alchemical glue accelerant
(equipment); Bandolier (equipment); Shard gel
(equipment)
• Ultimate Magic - Acute Senses (spell); Age Resistance,
Lesser (spell); Cognatogen (equipment); Mindchemist
(archetype); Perfect Recall (equipment); Tanglefoot Bomb
(special ability); Tumor Familiar (special ability)

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 Inc.®, and are used under license.
Arcane Familiar
Greensting scorpion - CL1 - CR 1/4
True Neutral Magical Beast ((Vermin)); Atheist
Skill Name Total Ability Ranks Temp
Ability Score Modifier Temporary
Acrobatics +3 DEX (3) -
STR 3 -4 Appraise +0 INT (-1) (1)
STRENGTH
Bluff -4 CHA (-4) -
DEX 16 +3 Climb +7 DEX (3) -
DEXTERITY

CON Diplomacy +4 CHA (-4) (8)


CONSTITUTION
10 0 Disable Device +7 DEX (3) (4)
INT 9 -1 Disguise -4 CHA (-4) -
INTELLIGENCE
Escape Artist +3 DEX (3) -
WIS 10 0 Fly +13 DEX (3) (3)
WISDOM
Heal +6 WIS (0) (6)
CHA 2 -4
CHARISMA Intimidate -4 CHA (-4) -
Saving Throw Total Base Ability Resist Misc Temp Notes
Linguistics +2 INT (-1) (3)
Perception +18 WIS (0) 9
FORTITUDE +6 = +6
(CONSTITUTION) Ride +3 DEX (3) -
REFLEX +9 = +6 +3 Sense Motive +10 WIS (0) (8)
(DEXTERITY)

WILL Sleight of Hand +8 DEX (3) (5)


+2 = +2
(WISDOM) Spellcraft +3 INT (-1) (4)
Immunity to Mind-Affecting effects Stealth +26 DEX (3) (8)
Total Armor Shield Dex Size Natur Deflec Dodge Misc Survival +2 WIS (0) (2)
AC 22 = +3 +2 +7 Swim +3 DEX (3) -
10 Use Magic Device +4 CHA (-4) (8)
Touch AC 15 Flat-Footed AC 19
BAB Dexterity Size Misc
Feats
CM Bonus +7 = +6 +3 -2 -
Alertness
You get a +2 bonus on all Perception checks and Sense Motive checks.
BAB Strength Dexterity Size
CM Defense 13 = 10 +6 -4 +3 -2 Weapon Finesse
Can use Dex to attack with light and certain other weapons. Shields give ACP
25 vs. Trip penalty to attack rolls.
Base Attack +6 HP 27
Special Abilities
Damage / Current HP
Initiative +3 Darkvision (60 feet)
A creature with darkvision can see in total darkness, usually to a range of 60
feet. Within this range the creature can see as clearly as a sighted creature
could see in an area of bright light. Darkvision is black and white only but
Speed 30 ft otherwise like normal sight.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half
Sting (Scorpion, Greensting) damage, a familiar takes no damage if it makes a successful saving throw and
half damage even if the saving throw fails.
Main hand: +11, 1d2-4 plus poison Crit: ×2
Light, P Poison: Sting - Injury (DC 10) (Ex)
Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1
save.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Sourcebooks Used Experience & Wealth
• Advanced Player's Guide Familiars / Bestiary 4 / Current Cash: You have no money!
Ultimate Magic Familiars - Scorpion, Greensting (race)

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 Inc.®, and are used under license.

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