Ba´Rukk
Male half-orc conjurer 17
CN Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +22
Defense
AC 21, touch 17, flat-footed 17 (+4 armor, +3 deflection, +4 Dex; +2 deflection vs. evil, +2 deflection bonus vs. evil)
hp 146 (17d6+68)
Fort +16, Ref +15, Will +16; +2 morale bonus vs. transmutation spells; +2 resistance vs. evil, +2 resistance vs. evil
Defensive Abilities orc ferocity; Resist cold 30
Offense
Speed 30 ft.
Melee +1 domineering mithral dagger +9/+4 (1d4+1/19-20)
Arcane School Spell-Like Abilities (CL 17th; concentration +26)
At will—dimensional steps (510 feet/day)
12/day—acid dart (1d6+8 acid)
Conjurer Spells Prepared (CL 17th; concentration +26)
9th—freedom, summon monster IX, time stop
8th—maze, polar ray, summon monster VIII, summon monster VIII
7th—quickened fireball (DC 23), mage's sword, prismatic spray (DC 27), spell turning, greater teleport
6th—greater dispel magic (2), mislead (DC 25), quickened scorching ray, summon monster VI, true seeing
5th—cone of cold (DC 25), quickened magic missile (2), summon monster V, telekinesis (DC 24), telepathic bond, wall of force
4th—arcane eye, dimension door (2), greater invisibility, remove curse, summon monster IV, summon monster IV
3rd—dispel magic, displacement, gaseous form, invisibility sphere, magic circle against evil, protection from energy, summon monster III
2nd—glitterdust (DC 22), mirror image, resist energy (3), rope trick, scorching ray
1st—endure elements, feather fall, grease, mage armor, magic missile, magic missile, protection from evil, shocking grasp
0 (at will)—detect magic, ghost sound (DC 19), prestidigitation, read magic
Opposition Schools Enchantment, Necromancy
Statistics
Str 10, Dex 18, Con 16, Int 28, Wis 10, Cha 8
Base Atk +8; CMB +8; CMD 34
Feats Alertness, Augment Summoning, Combat Casting, Defensive Combat Training, Extend Spell, Great Fortitude, Improved Familiar, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration
Skills Acrobatics +15, Appraise +23, Bluff +0, Climb +3, Diplomacy -2, Disguise +0, Escape Artist +6, Fly +14, Heal +1, Intimidate +2, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Knowledge (engineering) +14, Knowledge (geography) +16, Knowledge (history) +19, Knowledge (local) +30, Knowledge (nature) +30, Knowledge (nobility) +14, Knowledge (planes) +30, Knowledge (religion) +19, Linguistics +17, Perception +22, Ride +5, Sense Motive +4, Sleight of Hand +6, Spellcraft +30, Stealth +29 (+49 when immobile), Survival +4, Swim +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Auran, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Thassilonian, Undercommon
SQ arcane bond (Arcane Familiar, small air elemental), orc blood, summoner's charm (8 rounds)
Combat Gear lesser extend metamagic rod, potion of cure moderate wounds (2), potion of cure serious wounds, ring of invisibility, scroll of comprehend languages, scroll of contact other plane, scroll of detect secret doors, scroll of dimension door, scroll of dispel magic, scroll of displacement, scroll of endure elements, scroll of false life, scroll of fireball, scroll of foresight, scroll of gust of wind, scroll of limited wish, scroll of plane shift, scroll of rope trick, scroll of see invisibility, scroll of tiny hut, wand of lightning bolt (cl 10), wand of mage armor (50 charges), wand of magic missile, antitoxin, holy water; Other Gear +1 domineering mithral dagger, anathema archive, belt of physical might +4 (Dex, Con), blessed book, cloak of resistance +5, greater ring of cold resistance, handy haversack, headband of vast intelligence +6, necklace of adaptation, ring of protection +4, sihedron medallion, sihedron ring, stone of good luck (luckstone), augen-balsam / für true seeing (worth 1,000 gp), bedroll, colored ink, diamant (2x) (worth 2,000 gp), everburning torch, ink, inkpen, miniatur-schwert // spruch mage sword (worth 250 gp), mirror / wert 1000g (worth 1,000 gp, 1 lb), scroll case, spellbook, winter blanket, 248 gp
Special Abilities
Acid Dart (1d6+8 acid, 12/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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 only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (102 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
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.
Summoner's Charm (+8 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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