Advanced Retriever
CR 12 XP: 19,200CE Huge construct (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, ; Perception +20
AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size)
HP 169 (20d10+60); fast healing 5
Fort +8, Ref +11, Will +6
Defensive Abilities construct traits
Speed 50 ft.
Melee bite +24 (1d8+6 plus grab), 4 claws +24 (2d6+6/19-20)
Space 15 ft., Reach 15 ft.
Special Attacks eye rays (+16 ranged touch)
Spell-Like Abilities (CL 25th)
At will-Discern Location
Str 23, Dex 16, Con -, Int 3, Wis 11, Cha 1
Base Atk +20; CMB +28 (+27 grapple); CMD 41 (45 vs. trip)
Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Perception +20
Languages Abyssal (cannot speak)
SQ relentless
Environment any (Abyss)
Organization solitary
Treasure none
Eye Rays (Su) A retriever's eyes can produce four different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks-firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 19-the save DC is Constitution-based, and includes a +2 racial bonus. The eye ray effects are the following. # Fire: Deals 12d6 fire damage (Reflex half ). # Cold: Deals 12d6 cold damage (Reflex half ). # Electricity: Deals 12d6 electricity damage (Reflex half ). # Petrification: Target must succeed on a Fortitude save or turn to stone permanently.
Relentless (Su) A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.
A spider the size of a bull elephant rears up on its back four legs in a violent challenge, eyes shimmering with magical energy.
Not all constructs are formed from unliving matter like stone, wood, metal, or dead flesh. In the darkest corners of the Great Beyond, certain powerful demon lords have mastered the art of shaping the raw, protoplasmic flesh of the Abyss into hideous monstrosities devoid of life, emotion, and the will to resist control. The monstrous retriever is the best-known of such constructs, a huge spider-like creation capable of unleashing potent energy upon those it has been ordered to seek. Demon lords use retrievers to seek out those who dare abandon their loyalties or flee from servitude. Often, the presence of a retriever in a demon's den is enough in and of itself to ensure the loyalty of the lesser demons. The constructs also excel in tracking down specific objects and returning them to their masters-their intelligence is just enough to allow them to focus on their ordered tasks but not quite enough for them to form ideas of rebellion and longings for freedom. A retriever's body is the size of an elephant, and its legspan is nearly 30 feet. It weighs 6,500 pounds. Conjuring a Retriever Although a retriever is not an outsider, it may nonetheless be conjured by either greater planar ally or greater planar binding. The spellcaster must take care to do so, however, using special rare incenses and complex diagrams inked on the floor and walls using expensive phosphorescent inks, lest the retriever attack the spellcaster upon completion of the spell. These components cost 25,000 gp and replace the usual costs associated with casting either spell (including greater planar binding's Charisma check requirement).
Illia Ean
CR 12 XP: 19200human rogue 13
CN Medium humanoid (human)
Init +10; Senses Perception +17
AC 22, touch 17, flat-footed 15 (+5 armor, +6 Dex, +1 dodge)
HP 101 (13d8+39)
Fort +6, Ref +14, Will +5
Defensive Abilities improved evasion, trap sense +4, improved uncanny dodge
Speed 30 ft.
Melee +2 keen short sword +17/+12 (1d6+2/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks sneak attack +7d6
During Combat Illia relies on surprise to eliminate weak foes quickly, knowing she has few chances to sneak attack her enemies. In the first round of combat, she draws her sword as a swift action and uses Whirlwind Attack to gain as many attacks against flat-footed targets within reach, then moves into a position in which she cannot be flanked. She employs Whirlwind Attack and her rogue talents as often as possible when unable to gain sneak attacks.
Morale If reduced to fewer than 25 hit points, Illia gives up, admitting her desperation to escape this hellish plane led her to act rashly, and begging the PCs for mercy.
Str 10, Dex 22, Con 14, Int 13, Wis 12, Cha 8
Base Atk +9; CMB +9; CMD 26
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +22, Appraise +17, Bluff +15, Climb +16, Disable Device +22, Disguise +8, Escape Artist +15, Knowledge (local) +13, Perception +17, Sense Motive +9, Stealth +22, Use Magic Device +15
Languages Common, Halfling, Varisian
SQ rogue talents (bleeding attack +7, defensive roll, fast stealth, finesse rogue, improved evasion, surprise attack), trapfinding +6
Gear potions of cure serious wounds (2), rod of cancellation, scroll of dispel magic, wand of knock (7 charges)
Other Gear +3 leather armor, +2 keen short sword, belt of incredible dexterity +2, masterwork thieves' tools, 335 gp
Source Academy Of Secrets
Knur of the Gilded Claw
CR 9 XP: 6,400Male dwarf fighter (weapon master) 9
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
HP 112 (9d10+63)
Fort +10, Ref +4, Will +5
Defensive Abilities Will +7 vs. poison; mirror move (greataxe +2)
Speed 20 ft.
Melee +2 greataxe power attack +16/+11 (1d12+20/19-20/x3)
Ranged throwing axe +10 (1d6+4)
Special Attacks reliable strike 1/day, wpn training (greataxe +2)
During Combat Thane Durhan is a dwarf with a big axe. He uses it at every opportunity, power attacking.
Morale Death before dishonor! Fight to the last!
Str 18, Dex 12, Con 18, Int 11, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Cleave, Cleaving Finish, Great Cleave, Greater Weapon Focus (Greataxe), Improved Cleaving Finish, Improved Critical (Greataxe), Power Attack, Toughness, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Skills Climb +10, Diplomacy +10, Swim +10
Languages Common, Dwarven
SQ dwarf traits, weapon guard (greataxe +2)
Gear throwing axe (5)
Other Gear full plate, +2 greataxe (ancestral treasure of the dwarves)
Source: Way of the Wicked III: Tears of the Blessed pg 41
Maganrad
CR 9 XP: 6400
human wizard 10CN Medium humanoid (human)
Init +0; Senses Perception +1
AC 21, touch 11, flat-footed 21 (+4 armor, +1 insight, +2 natural, +4 shield)
HP 77 (10d6+40)
Fort +5, Ref +3, Will +8
Speed 30 ft.
Melee quarterstaff +6 (1d6+1)
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice (7/day), metamagic mastery (2/day)
Wizard Spells Prepared (CL 10th; concentration +14)
5th-Feeblemind (DC 20), Teleport
4th-Black Tentacles, Lesser SimulacrumUM, Scrying (DC 18), Stoneskin
3rd-Displacement, Lightning Bolt (2; DC 17), Protection from Energy
2nd-False Life, Mirror Image, Scorching Ray (2), Unnatural LustUM (DC 17)
1st-Alarm, Mage Armor, Magic Missile (2), Ray of Enfeeblement (DC 15)
0th-Acid Splash, Detect Magic, Light, Read Magic
Before Combat If the alarm spell in area C5 is triggered, Chrysalis casts his defensive spells that have a duration of at least 1 hour per level. Once Chrysalis hears the PCs at the doll door, he casts his defensive spells (including those on scrolls) that have durations measured in minutes and rounds, using his metamagic rod to extend three of their durations (GM's choice). Once he has finished his preparations (including using potions and scrolls), if the PCs have not bypassed the doll door, Chrysalis opens it from a distance with a remote unlocking mechanism. He then prepares himself using the information he gathered from his earlier scrying.
During Combat Chrysalis casts black tentacles, followed by spells such as lightning bolt and magic missile before resorting to unnatural lust, feeblemind, and ray of enfeeblement.
Morale Chrysalis fights until reduced below 20 hit points, at which time he attempts to escape via teleport.
Base Statistics: Without barkskin, mage armor, and shield, Black's statistics are AC 11, touch 11, flat-footed 11.
Str 12, Dex 10, Con 14, Int 19, Wis 13, Cha 8
Base Atk +5; CMB +6; CMD 17
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Deceitful, Scribe Scroll, Skill Focus (Bluff), Spell Focus (enchantment), Still Spell, Toughness
Skills Bluff +19, Craft (sculpture) +17, Disguise +1, Heal +11, Knowledge (arcana) +17, Knowledge (engineering) +17, Sense Motive +11, Spellcraft +17
Languages Common, Jistka, Terran, Thassilonian, Varisian
SQ arcane bond (amulet)
Gear potion of barkskin, scroll of shield
Other Gear quarterstaff, dusty rose prism ioun stone, lesser extend metamagic rod, ring of counterspells, spell component pouch, spellbook (contains all prepared spells as well as 0 all cantrips; 1st floating disk, identify, magic aura, magic aura, shield, sleep, unseen servant; 2nd locate object, whispering wind; 3rd dispel magic, nondetection, slow; 4th confusion, dimension door; 5th cone of cold, dominate person)
Garipan
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +19
AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
HP 133 (14d10+56)
Fort +13, Ref +8, Will +11
DR 5/-; Immune poison; Resist acid 5, cold 5, fire 5; Weaknesses vulnerable to sonic
Speed 20 ft., fly 50 ft. (good)
Melee bite +17 (1d6+3 plus burn), 2 claws +17 (1d8+3)
Space 5 ft., Reach 5 ft.
Special Attacks breath weapon (30 ft. cone, 8d6 fire damage, Reflex DC 21 half, usable every1d4 rounds), burn (3d6, DC 21), rend (2 claws, 1d8+4)
Spell-Like Abilities (CL 10th; concentration +11)
At will-Statue
3/day-Meld Into Stone, Scorching Ray
1/day-Fireball (DC 14), Flesh to Stone (DC 17), Wall of Fire
Str 16, Dex 15, Con 18, Int 13, Wis 14, Cha 13
Base Atk +14; CMB +17; CMD 30
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Mobility, Skill Focus (Stealth), Wingover
Skills Acrobatics +16, Fly +23, Intimidate +18, Perception +19, Stealth +25
Languages Common, Infernal
Environment any (Material Plane only)
Organization solitary or brood (4-12)
Treasure standard
Batlike wings stretch behind this stone-faced creature with a wide, wild grin and fierce red eyes. The molten core in the creature's torso glows through rugged cracks in its dark stone skin.
Vicious beings with little memory of who or what they might once have been, garipans know only two things: that they were once evils in service to the legions of Hell, and that they are no longer bound to that infernal hierarchy. With resistant, stony hides; sharp claws; and a flaming core to rival the inferno of Hell, garipans combine some of the worst depravities of devils with the freedom of beings with nothing at all to lose. These hulking, winged creatures often masquerade as gargoyles, but are actually the final state of failed conjurations. If a summoning is cast incorrectly, pulling only a portion of a devil's essence to Golarion, unidentifiable magical environmental conditions combine with the shard of the outsider's being to create a garipan. Garipans are rarely aware of the full details of their previous existence; much in the same way that lesser devils can forget their lives when they ascend to more powerful forms, newly formed garipans are overwhelmed by unfamiliar sensations. Unfettered by conjuring magic, unrestricted by magic that protects against extraplanar intrusion, and free from the threat of banishment back to Hell, garipans experience freedom for the first time, and this freedom most often results in a break from their previous lives. In combat, a garipan uses flight and the fire raging within it to its greatest advantage, swooping overhead with its breath weapon first, then closing in for a full attack with its bite and claws while its breath weapon recharges.
Source Academy Of Secrets
Terentius
CR 12 XP: 19200human conjurer 14
NE Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +5
AC 16, touch 14, flat-footed 14 (+2 deflection, +2 Dex, +2 natural)
HP 93 (14d6+42)
Fort +8, Ref +7, Will +9
DR 10/good; SR 19; Resist cold 15, fire 15
Speed 30 ft.
Melee mwk dagger +8/+3 (1d4/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks smite good 1/day
Arcane School Spell-Like Abilities (CL 14th; concentration +19)
At will-Dimensional Steps (420 feet/day)
8/day-Acid Dart (1d6+7 acid)
Conjurer Spells Prepared (CL 14th; concentration +19)
7th-Mage's Sword
6th-Chain Lightning (DC 21), Disintegrate (DC 21), Summon Monster VI
5th-Cloudkill (DC 22), Cone of Cold
4th-Black Tentacles, Greater Invisibility, Lesser Globe of Invulnerability, Resilient Sphere, Shout (DC 19), Summon Monster IV
3rd-Dispel Magic, Displacement, Gaseous Form, Lightning Bolt (DC 18), Slow (DC 18)
2nd-Acid Arrow, Knock, Scorching Ray (DC 17), Summon Monster II, Web (DC 19)
1st-Burning Hands (DC 16), Magic Missile (2), Obscuring Mist, Shield
0th-Acid Splash, Detect Magic, Read Magic
Opposition Schools: Divination, Necromancy
During Combat Terentius begins combat by casting resilient sphere around himself, inside which he casts shield, displacement, and greater invisibility, then casts summon monster VI to conjure a shadow demon. The following round, he dismisses the sphere, releasing the shadow demon to attack. Terentius uses his most powerful damaging spells each round thereafter, beginning with mage's sword, and he employs his metamagic rod as appropriate.
Morale Terentius is crazed and desperate to escape Belzeragna. If he must die to do so, then so be it.
Str 10, Dex 14, Con 17, Int 20, Wis 8, Cha 12
Base Atk +7; CMB +7; CMD 28
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Defensive Combat, Greater Spell Focus (conjuration), Improved Counterspell, Magical Aptitude, Scribe Scroll, Spell Focus (conjuration), Toughness
Skills Appraise +22, Bluff +5, Craft (alchemy) +22, Diplomacy +5, Fly +19, Knowledge (arcana) +28, Knowledge (history) +22, Knowledge (planes) +22, Perception +5, Spellcraft +26, Use Magic Device +3
Languages Common, Dwarven, Elven, Gnome, Ignan, Infernal
SQ arcane bond (familiar [currently none]), summoner's charm (7 rounds)
Gear lesser maximize metamagic rod
Other Gear masterwork dagger, amulet of natural armor +2, cloak of resistance +1, ring of protection +2, spell component pouch
Source Academy Of Secrets
Chyvvom, Exchequer of Contracts
CR 15 XP: 51200LE Large outsider (devil, evil, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +30
AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)
HP 250 (20d10+140)
Fort +19, Ref +16, Will +15
DR 10/good; Immune fire, poison; SR 26; Resist acid 10, cold 10
Speed 30 ft.
Melee gore +26 (2d6+7), 2 binding contracts +21 (1d6+3 plus grab and impale)
Space 10 ft., Reach 10 ft.
Special Attacks grab, impale (4d6+10)
Spell-Like Abilities (CL 15th; concentration +21)
Constant-Tongues
3/day-Arcane Eye, Break Enchantment, Greater Teleport, Hold Person (DC 18), Locate Creature, Private Sanctum, Scorching Ray, Silence (DC 18), Shield of Faith, Vision
1/day-Contact Other Plane, Delayed Blast Fireball (DC 23), Dismissal (DC 20), Plane Shift, Summon (level 4, 1d6 bearded devils or 1 bone devil, 50%), Symbol of Pain (DC 21)
Before Combat If Chyvvom is aware of the PCs (and he is if they have interacted with either Terentius or Marijkal, both of whom have contracts with the devil), he casts quickened shield of faith prior to their entry into area 7.
During Combat Chyvvom much prefers to defeat his foes through trickery and cleverly worded contracts, avoiding combat in favor of negotiation. If combat is unavoidable, he summons a squad of bearded devils as bodyguards, using his spell-like abilities like bestow curse, delayed blast fireball, hold person, and scorching ray from distance. If forced into melee, he fights viciously with his natural attacks, as much out of anger at being so provoked as out of self-defense.
Morale Chyvvom's orders from Lorthact are precise: he is to retain the souls of all who enter Belzeragna or perish preventing their escape.
Str 25, Dex 18, Con 25, Int 24, Wis 24, Cha 22
Base Atk +20; CMB +28 (+32 grapple); CMD 43
Feats Deceitful, Dodge, Improved Initiative, Improved Natural Armor, Iron Will, Mobility, Persuasive, Quicken Spell-Like Ability (shield of faith), Skill Focus (Bluff), Skill Focus (Diplomacy)
Skills Appraise +30, Bluff +39, Diplomacy +39, Disguise +8, Intimidate +33, Knowledge (arcana) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +30, Profession (scribe) +30, Sense Motive +30, Sleight of Hand +24, Spellcraft +27
Languages Abyssal, Celestial, Common, Draconic, Elven, Ignan, Infernal, Sylvan, Undercommon, Varisian; telepathy 100 ft., tongues
SQ infernal contract, infernal investment
Binding Contracts (Ex) The long contracts draped over Chyvvom's horns and body are animated, and the devil can attack with two of them at a time as secondary natural attacks.
Infernal Contracts (Su) As a full-round action, Chyvvom can produce an infernal contract for a single living mortal creature. The mortal must sign its true name to the document of its own free will, gaining up to three wishes, as per the spell wish, usable immediately or in the future by calling on the devil. While the mortal chooses the intention of the wishes, Chyvvom decides upon the specifics, allowing for his own diabolical interpretation of the results should the mortal imprecisely phrase its wish.
Infernal Investment (Su) Chyvvom can scry at will upon any creature with whom he has a contract. The target creature always fails its save against Chyvvom's scrying attempt.
Source Academy Of Secrets
Warmonger Devil
CR 7 XP: 3200LE Large outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +16
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
HP 84 (8d10+40)
Fort +10, Ref +9, Will +5
Defensive Abilities construct form; DR 5/good; Immune fire, poison; SR 12; Resist acid 10, cold 10
Speed 40 ft., climb 40 ft.
Melee mwk trident +13 (2d6+7), 2 legs +7 (1d8+2) or 2 claws +12 (1d6+5), 2 legs +7 (1d8+2)
Ranged mwk trident +10 (2d6+7) or net +10 ranged touch (entangle)
Space 10 ft., Reach 10 ft.
Special Attacks merciless blow, trample (1d8+7, DC 19)
Spell-Like Abilities (CL 12nd)
At will-Greater Teleport (self plus 50 lbs. of objects only)
1/day-Summon (level 4, 1d4 lemures or 1 bearded devil, 40%)
Str 20, Dex 17, Con 19, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +14; CMD 27
Feats Combat Reflexes, Improved Initiative, Power Attack, Toughness
Skills Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) +9, Intimidate +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (planes) +13, Perception +16, Stealth +12
Racial Modifiers +2 Perception, +2 Stealth (+8 when concealed amid metal objects or debris)
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ hellstrider, phalanx, stability
Hellstrider (Su) A warmonger devil is not impeded by rough terrain, and can move or charge through such squares as normal. It can also cross areas covered with deadly impediments (such as caltrops or thorns) without being damaged or hindered. In addition to being entirely immune to fire, the creature's legs are immune to acid and cold, allowing it to cross rivers of acid or lava as long as the material is less than 4 feet deep. This ability does not protect a warmonger devil against magical hindrances like black tentacles, web, or similar spells.
Merciless Blow (Su) Any trident attacks a warmonger devil makes against entangled creatures (including those entangled by its net) deal an extra 2d6 points of damage.
Phalanx (Ex) Devils gain a +1 morale bonus on attacks and to AC while adjacent to a warmonger devil.
Stability (Ex) Warmonger devils receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Source Academy Of Secrets
Toff Ornelos
CR 16 XP: 76800human aristocrat 1/wizard 16
LN Medium humanoid (human)
Init +4; Senses Perception +20
AC 26, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 defending quarterstaff, +4 shield)
HP 97 (17 HD; 16d6+1d8+33)
Fort +7, Ref +5, Will +15
Speed 30 ft.
Melee +4 defending quarterstaff +11/+6 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice (9/day), metamagic mastery (5/day)
Wizard Spells Prepared (CL 16th; concentration +22)
8th-Mass Charm Monster (DC 24), Heightened Prismatic Spray (DC 26)
7th-Finger of Death (DC 23), Quickened Fireball (DC 21), Forcecage (DC 25)
6th-Quickened Bear's Endurance, Chain Lightning (DC 24), Disintegrate, Greater Dispel Magic
5th-Cone of Cold (DC 23), Dominate Person (DC 21), Heightened Fireball (DC 23), Quickened Shield, Teleport
4th-Black Tentacles, Dimension Door, Enervation (DC 20), Shout (DC 22), Wall of Fire (DC 22)
3rd-Fireball (DC 21), Fly, Heroism, Slow (DC 19), Vampiric Touch
2nd-Blur, Detect Thoughts (DC 18), Fox's Cunning, Scorching Ray, See Invisibility, Spectral Hand
1st-Burning Hands (DC 19), Expeditious Retreat, Magic Missile (2), Obscuring Mist, Ray of Enfeeblement (DC 17)
0th-Detect Magic, Light, Mending, Read Magic
Before Combat If Toff is threatened with violence, he calls upon several students to him for assistance, but in the chaos and in the face of the PCs' accusations, none come to the headmaster's aid. If he sees conflict as inevitable or is pushed to his breaking point, Toff starts casting spells as
During Combat outlined in below. Toff is no war wizard, but he firmly believes that a mage of his stature should have the ability to end any fight with force. He begins combat by casting quickened shield, quickened bear's endurance, and quickened fireball, bolstering these spells with offensive spells as standard actions. He allocates the +4 bonus from his defending quarterstaff to his AC each round. While he has prepared several spells with metamagic applied, he may also quicken one spell of 4th level or lower or heighten any spell at will with his metamagic mastery ability.
Morale One doesn't become headmaster of a prestigious arcane academy without some sense, and Toff knows when he's beaten. If fighting without any support from his colleagues, he surrenders and acquiesces to his attackers' demands when reduced below 30 hit points.
Str 9, Dex 11, Con 10, Int 23, Wis 12, Cha 10
Base Atk +8; CMB +7; CMD 20
Feats Combat Casting, Craft Magic Arms and Armor, Great Fortitude, Greater Spell Focus (evocation), Heighten Spell, Improved Counterspell, Improved Initiative, Iron Will, Magical Aptitude, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Skills Appraise +17, Craft (alchemy) +12, Diplomacy +20, Fly +11, Knowledge (arcana) +26, Knowledge (history) +25, Knowledge (nobility) +26, Knowledge (planes) +25, Linguistics +13, Perception +20, Sense Motive +21, Spellcraft +29, Use Magic Device +2
Languages Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Varisian
SQ arcane bond (staff)
Gear +4 defending quarterstaff (bonded item), blessed book (contains all 0-level spells, all prepared spells and 400 additional spell levels' worth of randomly determined spells), bracers of armor +5, ring of protection +3, spell component pouch
Source Academy Of Secrets
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