Just for you, a pair of D'Reshi magi that I have done conversion work on.
Hasseth CR 5
Male human illusionist 6
CN medium humanoid (human)
Init: +3; Senses: Perception +1
AC: 17, Touch 13, Flat footed 14 (+2 deflection, +3 Dex, +2 natural)
hp: 35 (6d6+12)
Fort: +3, Ref: +3, Will: +6
Speed: 30 ft
Melee: +1/+1 quarterstaff +2/+2 (1d6+1/1d6+1)
Special Attacks: Blinding Ray (30 ft, 7/day)
Spells Prepared (CL 6th)
3rd: Displacement (2), Hold Person (2) (DC 17)
2nd: Scorching Ray, Hypnotic Pattern (2) (DC 16), Invisibility (2)
1st: Disguise Self (2), Mage Armor, Magic Missile (2)
0: Flare, Ghost Sound, Light, Ray of Frost
Opposition Schools: Necromancy, Transmutation
Str: 10, Dex: 16, Con: 12, Int: 18, Wis: 13, Cha: 13
Feats: Brew Potion, Combat Casting, Scribe Scroll, Spell Penetration, Toughness, Two-Weapon Fighting
Skills: Appraise +13, Craft (alchemy) +13, Knowledge (arcana), Knowledge (geography) +13, Knowledge (Nature) +13, Survival +7, Spellcraft +13
Languages: Common, Elven, Gnoll, Gnome, Terran
SQ: Cantrips, Extended Illusions, Familiar (Raven)
Combat Gear: Bracers of Armor +2, Ring of Protection +2; other gear: +1/+1 quarterstaff, spell component bag, 25 gp
Spellbook: 0-all except necromancy and transmutation; 1st-Alarm, Charm Person, Color Spray, Identify, True Strike, Vanish; 2nd-Misdirection, 3rd-Major Image, Tiny Hut
Harresh CR 6
Female human rogue 3/sorcerer 4 (earth elemental bloodline)
CG medium humanoid (human)
Init: +3; senses: Perception +0
AC: 20, Touch 13, Flat footed 17
hp: 49 (3d8+6 plus 4d6+8)
Fort: +4, Ref: +7, Will: +7
Acid Resistance 10
Speed: 30 ft
Melee: +2 shock rapier +9 (1d6+2 plus 1d6 electrical)
Special Attacks: Elemental Ray (1d6+2 acid, 30 ft, 6/day), Sneak Attack +2d6
Spells Known (CL 4th)
2nd (4/day): Invisibility
1st (7/day): Burning Hands (acid), Disguise Self, Silent Image, Vanish
0 (at-will): Acid Splash, Dancing Lights Detect Magic, Ghost Sound, Ray of Frost, Read Magic
Str: 12, Dex: 17, Con: 14, Int: 10, Wis: 11, Cha: 17
Base Atk: +4, CMB: +5, CMD: 18
Feats: Arcane Armor Training, Arcane Strike, Combat Casting, Desert Dweller, Eschew Materials, Iron Will, Weapon Finesse
Skills: Acrobatics +13, Bluff +13, Diplomacy +13,
Languages: Common
SQ: Evasion, Trap Sense +1, trapfinding
Combat Gear: Potion of Cure Light Wounds (2); Other gear: +3 glamered mithral chain shirt; +2 shock rapier, gear and coins worth 130 gp.
No comments:
Post a Comment