Ausar

Description:

Male human abjurer 3
LN Medium humanoid (human)
Init + 2; Senses Perception + 2
Aura protective ward (+ 1 deflection, 10 ft., 4 rounds, 7/day)


Defense

AC 12, touch 12, flat-footed 10 (+ 2 Dex)
hp 21 (3d6 + 3)
Fort + 2, Ref + 3, Will + 5
Defensive Abilities resistance; Resist fire 5

Offense

Speed 30 ft.
Melee quarterstaff + 2 (1d6 + 1) or
   unarmed strike + 2 (1d3 + 1 nonlethal)
Abjurer Spells Prepared (CL 3rd; concentration + 7)
   2nd—bear’s endurance (2), resist energy
   1st—enlarge person (DC 15), magic weapon, protection from evil, sleep (DC 16)
   0 (at will)—detect magic, message, prestidigitation, resistance
   Opposition Schools Evocation, Necromancy

Statistics

Str 12, Dex 15, Con 12, Int 19, Wis 15, Cha 16
Base Atk + 1; CMB + 2; CMD 14
Feats Craft Wondrous Item, Scribe Scroll, Spell Focus (enchantment), Spell Mastery, Wild Talent
Skills Appraise + 8, Bluff + 9, Craft (Metalsmith) + 6, Diplomacy + 6, Disguise + 9, Knowledge (arcana) + 10, Knowledge (geography) + 8, Knowledge (history) + 8, Knowledge (local) + 8, Knowledge (nobility) + 8, Knowledge (psionics) + 8, Knowledge(Warcraft) + 4, Linguistics + 8, Spellcraft + 10
Languages Common, Kreen, Nibenese, Tyrian, Tyrian Alphabet, Urikite
SQ arcane bond (ring)
Other Gear quarterstaff, - arcane bond ring -, abacusAPG, backpack, bedroll, blanketAPG, canteenUE, chalk, concealing weave, soap, spell component pouch, trail rations (5), waterskin (4), wizard starting spellbook, 86 gp, 8 sp, 8 cp

Tracked Resources

Arcane Bond (Ring) (1/day) (Sp) – 0/1
Protective Ward (+ 1 deflection, 7/day) (Su) – 0/7
Trail rations – 0/5
Water Supply (Days) – 0/10

Special Abilities

Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Protective Ward (+ 1 deflection, 7/day) (Su) As a standard action, 10 ft radius field grants allies deflect bon to AC for 4 rds.
Resistance 5 (Fire) (Ex) When choosing spells, gain Fire resistance 5 until next day.
Spell Focus (Enchantment) Spells from one school of magic have + 1 to their save DC.
Spell Mastery (Magic weapon, ) You can prepare the chosen spells without a spellbook.
Wild Talent Your mind wakes to a previously unrealized talent for psionics.

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Bio:

Ausar

Dark Sun Bergen Ingjald