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Indianichus, male halfling Rogue 4 / Wizard 5 / Arcane Trickster 3: CR 12; Small Humanoid; HD 4d6+4 plus 8d4+8; hp 53; Init +8; Spd 20 ft., climb 20 ft.; AC 23 (flatfooted 23, touch 16) (+5 armor, +5 Dex, +2 shield, +1 size); BAB +7/+1; Atk +2 shock half-spear +10/+5 melee (1d6+3 plus 1d6 electricity, x3) or +2 MC frost short bow +15/+10 ranged* (1d6+4 plus 1d6 frost, x3); SA Impromptu Sneak Attack, Sneak Attack +5d8; SQ Halfling Traits, Evasion, Uncanny Dodge (Dex), Ranged Legerdemain; AL NG; Sv Fort +5, Ref +12, Will +9/+11 (vs. fear); Str 12, Dex 20, Con 12, Int 21, Wis 10, Cha 12.
   *Includes +1 arrows.
   Skills and Feats: Bluff+8, Decipher Script +12, Diplomacy +3, Disable Device +17, Escape Artist +18, Hide +29, Jump +33, Knowledge (Arcana) +10, Knowledge (Dwarves) +10, Listen +9, Move Silently +27, Open Locks +19, Profession (Pirate) +1, Profession (Revolutionary) +1, Scry +13, Search +15, Spellcraft +13, Spot +7, Tumble +15; Craft Wondrous Item, Expert Tactician, Improved Initiative, Improved Sneak Attack, Scribe Scroll, Silent Spell, Weapon Finesse (Rapier).
   Impromptu Sneak Attack: 1/day Indy can declare one attack an impromptu sneak attack. The target is denied Dex bonus to AC against the impromptu sneak attack, but only against that attack.
   Halfling Traits: +1 saves, +2 vs. fear, +2 to Climb, Jump, Move Silently, +2 Search, Spot, Listen, +4 Hide, elf chance to spot secret doors.
   Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Indy takes no damage with a successful saving throw.
   Uncanny Dodge (Ex): Indy retains his Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker.
   Ranged Legerdemain (Sp): Indy may use the skills Disable Device, Open Locks and Pick Pockets at a range of up to 30 ft.
   Possessions: +2 shock short spear, +2 MC frost short bow, 10 +1 arrows, +1 shadow silence moves mithril shirt, cloak of displacement (major), gauntlets of ogre power, headband of intellect +4, potion of glibness, potion of neutralize poison, ring of force shield, ring of jumping, scroll of fly, scroll of shield (x3), scroll of stoneskin, scroll of tongues, slippers of spider climbing, vest of escape, wand of mirror image (14); pimp’s outfit (100 gpv), Marner’s Brooch (600 gpv), 761 gp; total value = 135,796.
   Wizard Spells (4/6/4/4/3; Spell DC = 15 + spell level, cast as 8th level wizard, 10% spell failure): 1st—change self, charm person, comprehend languages, detect secret doors, detect undead, expeditious retreat, grease, identify, jump, mage armor, magic missile, protection from evil, shocking grasp, spider climb; 2nd—cat’s grace, darkvision, detect thoughts, invisibility, knock, locate object, mirror image, resist elements, see invisibility, spectral hand, web; 3rd—dispel magic, displacement, fireball, fly, haste, major image, portal sense, protection from elements, tongues, vampiric touch; 4th—arcane eye, backlash, charm monster, improved invisibility, polymorph self, remove curse, scrying.
Kyreel, female drow Cleric 10 / Paladin 2 / Divine Emissary 2: CR 16; Medium-size humanoid, HD 11d8+11 and 2d10+2; hp 94; Init +0; Spd 40 ft.; AC 27 (flatfooted 27, touch 12) (+9 Armor, +5 Shield,+2 Deflection, +1 natural); BAB +10/+5; Atk +3 holy flaming bastard sword +16/+11 melee (1d10+6 and 2d6 Holy and 1d6 Flame, 19-20/x2) or short bow +12/+7 ranged (1d6+1); SA Smite Evil 1/day (+4 Attack and +2 Damage), Drow Spells; SQ: SR 24, Drow Traits, Drow Special Abilities, Paladin Abilities, Turn Undead 12/day, Spontaneous Casting, Renewal Domain Ability; AL LG; SV Fort +19 Ref +10 Will +22; Str 16 Dex 10 Con 12 Int 12 Wis 24 Cha 18
   Skills & Feats: Concentration +14, Craft (Weaponsmith) +6, Diplomacy +15, Heal, +12, Jump +5, Knowledge (Religion) +12, Listen +9, Professional (Sailor) +7, Spot +9, Scry +6, Search +3, Scry ; Exotic Weapon Proficiency (Bastard Sword), Daylight Adaptation, Brew Potion, Craft Arms & Armor, Magical Artisan (Magic Arms & Armor).
   Drow Traits: Spell resistance (11 + class level), immunity to sleep spells, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment magic, +2 racial bonus on Listen, Search and Spot checks, low-light vision, darkvision 120 feet.
   Drow Spell-Like Abilities (Sp): 1/day—dancing lights, darkness, and faerie fire (cast at Kyreel’s character level).
   Paladin Abilities (Sp): Detect evil, divine grace (Cha bonus to saves), lay on hands (Cha bonus x class level), divine health, aura of courage (immune to fear, allies within 10 ft. gain +4 morale bonus vs. fear), smite evil (+Cha bonus to hit, + level damage).
   Family Domain Ability (Sp): As a free action, Kyreel can protect a number of creatures equal to her Charisma modifier with a +4 dodge bonus to AC. This protection lasts 1 round per level. An affected creature looses this ability if it moves more than 10 feet from Kyreel.
   Renewal Domain Ability (Sp): Regain 1d8+Cha bonus hp when below 0 hp.
   Spells: (6 / 6+1 / 6+1 / 5+1 / 4+1 / 4+1 / 3+1; DC17 + spell level; Good, Family and Renewal Domains) 0-; ): 0—create water, detect magic (x2), detect poison, guidance (x2); 1st—charm person*, detect undead (x2), faith healing (x3), weildskill; 2nd—aid*, divine zephyr (x2), endurance, hold person (x2), zone of truth; 3rd—dispel magic (x2), magic circle vs. evil*, invisibility purge, searing light (x2); 4th—divine power (x2), holy smite*, recitation (x2); 5th—flame strike, rary’s telepathic bond*, righteous might (x2); 6th—heal (x2), heroes’ feast*.
   *Domain spells. Domains: Good, Family and Renewal.
   Possessions: +3 holy flaming bastard sword, +3 banded mail, +3 large light fortification shield (25% negate critical hit), MC shortbow (Str 14), 50 MW arrows, amulet of natural armor +1, belt of giant strength +4, boots of striding & springing, cloak of resistance +1, pearl of wisdom +4, ring of counterspells (disintegrate), ring of protection +2; 2,000 gp.
   Potions: cat’s grace, cure light wounds (x8), heroism, lesser restoration, neutralize poison, remove blindness, remove disease, remove paralysis, water breathing.
Taran Tar-Ilou, male human Ranger7 / Sorcerer 4 / Spellsword 4: CR 15; Medium Humanoid; HD 11d8+22 plus 4d4+8; hp 109; Init +3; Spd 30 ft., fly 90 ft.; AC 26 (flatfooted 23, touch 17); BAB +12/+7/+2; Atk +2 keen bastard sword +20/+15/+10 melee (1d10+9, 15-20/x2) and sun blade +20/+15/+10 melee (1d10+5, 17-20 x2), sun blade versus evil +22/+17/+12 melee (1d10+7), or MC longbow +18/+13/+8 ranged (+19/+14/+9 within 30 ft.) (1d8+6 [+7 w/in 30 ft.], x3); SA Sun Blade, Favored Enemy, Channel Spell I, Spells; SQ Ignore Spell Failure 15%; AL NG; Sv Fort +12, Ref +10/+13 (shield), Will +10; Str 25, Dex 16, Con 14, Int 14, Wis 10, Cha 14.
   Skills and Feats: Concentration +11, Hide +25, Intimidate +10, Knowledge (Warcraft) +8, Listen +11, Move Silently +25, Profession (Sailor) +1, Search +12, Spot +11, Wilderness Lore +13; Alertness, Ambidexterity, Cleave, Exotic Weapon (Bastard Sword), Expert Tactician, Greater Two Weapon Fighting, Improved Critical (Bastard Sword), Improved Two Weapon Fighting, Power Attack, Shield Expert, Tracking, Two-Weapon Fighting, Weapon Focus (Bastard Sword).
   Sun Blade: +2 bastard sword, +4 vs. evil creatures, double damage and x3 crit against negative material or undead creatures. 1/day—sunbeam (full daylight).
   Favored Enemy (Ex): Dragons +2, Giants +1; Taran gains this bonus to damage, and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks.
   Channel Spell II (Sp): Taran may deliver a 1st level spell with a sword blow as a free action 3/day.
   Ignore Spell Failure 15% (Ex): Taran reduces his arcane spell failure chance by 15%.
   Possessions: +2 keen bastard sword (“Black Lisa”), sun blade (“Little Sister”), MC longbow [+4], 40 +1 arrows, +3 silent moves shadow chain shirt, amulet of natural armor +2, headband of intellect +4, ring of protection +4, belt of giant strength +6, bracers of archery (+2 to hit, +1 damage), cloak of charisma +2, cloak of resistance +1 (not worn), lens of detection, ring of flying; 3,844 gp, 2,250 gp credit with church of Chauntea in Mistledale.
   Wands: cat’s grace (28), dispel magic (5th, 8), fireball (5th, 3), fireball (9th, 9), haste (12) (5 rds), knock (23), slow (7).
   Potions: aid, cure moderate wounds (x4), cure serious wounds, heroism, lesser restoration, neutralize poison (x2), remove disease.
   Sorcerer Spells (6/6/5/3; DC = 12+spell level, caster level 6, 5% spell failure): 0—arcane mark, daze, detect magic, flare, ghost sound, light, read magic; 1st—expeditious retreat, message, shocking grasp, shield; 2nd—mirror image, resist elements; 3rd—displacement.
Thelbar Tar-Ilou, male human Wizard 15 / Cleric 1: CR16; Medium Humanoid; HD 15d4+60 plus 1d8+4; hp 115; Init +1; Spd 30 ft.; AC 22 (touch 17, flatfooted 21); Atk: Melee touch +6 (special), ranged touch +8 (special); SQ SR 17, familiar, lowlight vision, permanenced spells, Turn Undead (5/day), Spontaneous Casting; AL NG; SV Fort +13, Ref +9, Will +15; Str 8 Dex 12 Con 18 Int 27 Wis 12 Cha 14
   Skills and Feats: Alchemy +19, Concentration +22, Craft (Shipbuilding) +10, Craft (Stonemason) +11, Diplomacy +9, Knowledge (Arcana) +24, Knowledge (Engineering) +19, Knowledge (The Planes) +17, Knowledge (Ritual Magic) +13, Listen +5, Move Silently +13, Perform (Lyre) +9, Scry +22, Search +8, Spellcraft +25, Spot +13; Chain Spell, Craft Wand, Craft Wonderous Item, Greater Spell Focus (Enchantment), Magical Artisan (Wonderous Item), Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Penetration (Robe of the Archmagi), Toughness.
   Languages Spoken: Celestial, Draconic, Elvish, Faerunian Common, Frosttongue (Greyhawk), Giant, Greyhawk Common, Infernal, Isenthanian (Isk), Undercommon.
   Permanenced Spells: Arcane sight, tounges, darkvision, protection from arrows (10/+3), see invisible.
   Wizard Spells Prepared (4/10/6/6/6/4/4/3/2; base DC 18 + spell level; +2 DC to Illusion and +4 DC to Enchantment):
   Cleric Spells Prepared (3/2+1, Domains Healing, Sun): 0—guidance, purify food & drink, detect poison; 1st—cure light wounds, faith healing (x2).
   Possessions: Amulet of natural armor +3, ring of protection +3, belt of resistance +3, Boccob’s blessed book, boots of elvenkind, bracers of health +4, eyes of the eagle, headband of intellect +6, Heward’s handy haversack, lyre of building, portable hole, robe of the archmagi, ring of wizardry (1st level), ring of counterspells (feeblemind); 1,125 gp.
   Wands: Cure light wounds (37 chgs), cure moderate wounds (16), cure serious wounds (50), detect secret doors (50), expeditious retreat (48), faith healing (38), faith healing (50), fireball (5th lvl, 25), invisibility (14), magic missile (5th lvl, 34), protection from elements (17).
   Potions: Cure light wounds, cure serious wounds, lesser restoration, neutralize poison, remove disease.
   Scrolls: Cure moderate wounds, dispel magic (10th lvl) (x2), faith healing (x7), limited wish, neutralize poison (x2), silence.   
   Wizard Spellbook (4/10/6/6/5/4/4/3; base DC = 17 + spell level; +2 DC to Illusion and +4 DC to Enchantment): 0—all, 1st—burning hands, cause fear, change self, chill touch, color spray, expeditious retreat, grease, identify, jump, mage armor, magic missile, protection from evil, ray of enfeeblement, shield, shocking grasp, silent image, sleep, spider climb, summon monster I; 2nd—Aganazzar’s scorcher, blur, bull’s strength, continual flame, darkness, darkvision, endurance, hypnotic pattern, invisibility, knock levitate, locate object, mirror image, protection from arrows, resist elements, rope trick, scare, see invisibility, spectral hand; 3rd —clairaudience/ clairvoyance, dispel magic, displacement, fireball, fly, haste, hold person, lightning bolt, magic circle against Evil, nondetection, summon monster III, tounges; 4th—charm monster, confusion, detect scrying, ice storm, improved invisibility, phantasmal killer, remove curse, scrying, stoneskin, wall of fire, wall of ice; 5th—cone of cold, fabricate, feeblemind, greater shadow conjuration, hold monster, Leomund’s secret chest, permanency, stone shape, teleport, wall of stone; 6th—chain lightning, disintegrate, eyebite, globe of invulnerability, greater dispelling, imbue familiar with spell ability, legend lore, move earth, project image, quickened invisibility; 7th—spell turning, finger of death, limited wish, plane shift, power word stun, prismatic spray, quickened haste.
Sarte, owl familiar: Tiny Animal; HD 15; hp 63; Init +3 (Dex); Spd 10 ft., fly 40 ft. (average); AC 29 (+2 size, +3 Dex, +12 natural, +2 Dodge); Atk Claws +14 melee (1d2); Face/Reach: 2’ ft. by 2’ ft./0 ft.; SA Deliver Touch Spells; SQ Improved Evasion, Share Spells, Empathic Link, Speak, Scry from Master, SR 20; AL N; SV Fort +9, Ref +10, Will +15; Str 6, Dex 17, Con 10, Int 13, Wis 14, Cha 4.
   Skills and Feats: Listen +14, Move Silently +20, Spot +6*; Weapon Finesse (claws).
   *Includes +1 arrows.
   Skills and Feats: Bluff+8, Decipher Script +12, Diplomacy +3, Disable Device +17, Escape Artist +18, Hide +29, Jump +33, Knowledge (Arcana) +10, Knowledge (Dwarves) +10, Listen +9, Move Silently +27, Open Locks +19, Profession (Pirate) +1, Profession (Revolutionary) +1, Scry +13, Search +15, Spellcraft +13, Spot +7, Tumble +15; Craft Wondrous Item, Expert Tactician, Improved Initiative, Improved Sneak Attack, Scribe Scroll, Silent Spell, Weapon Finesse (Rapier).
   Impromptu Sneak Attack: 1/day Indy can declare one attack an impromptu sneak attack. The target is denied Dex bonus to AC against the impromptu sneak attack, but only against that attack.
   Halfling Traits: +1 saves, +2 vs. fear, +2 to Climb, Jump, Move Silently, +2 Search, Spot, Listen, +4 Hide, elf chance to spot secret doors.
   Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Indy takes no damage with a successful saving throw.
   Uncanny Dodge (Ex): Indy retains his Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker.
   Ranged Legerdemain (Sp): Indy may use the skills Disable Device, Open Locks and Pick Pockets at a range of up to 30 ft.
   Possessions: +2 shock short spear, +2 MC frost short bow, 10 +1 arrows, +1 shadow silence moves mithril shirt, cloak of displacement (major), gauntlets of ogre power, headband of intellect +4, potion of glibness, potion of neutralize poison, ring of force shield, ring of jumping, scroll of fly, scroll of shield (x3), scroll of stoneskin, scroll of tongues, slippers of spider climbing, vest of escape, wand of mirror image (14); pimp’s outfit (100 gpv), Marner’s Brooch (600 gpv), 761 gp; total value = 135,796.
   Wizard Spells (4/6/4/4/3; Spell DC = 15 + spell level, cast as 8th level wizard, 10% spell failure): 1st—change self, charm person, comprehend languages, detect secret doors, detect undead, expeditious retreat, grease, identify, jump, mage armor, magic missile, protection from evil, shocking grasp, spider climb; 2nd—cat’s grace, darkvision, detect thoughts, invisibility, knock, locate object, mirror image, resist elements, see invisibility, spectral hand, web; 3rd—dispel magic, displacement, fireball, fly, haste, major image, portal sense, protection from elements, tongues, vampiric touch; 4th—arcane eye, backlash, charm monster, improved invisibility, polymorph self, remove curse, scrying.
Kyreel, female drow Cleric 10 / Paladin 2 / Divine Emissary 2: CR 16; Medium-size humanoid, HD 11d8+11 and 2d10+2; hp 94; Init +0; Spd 40 ft.; AC 27 (flatfooted 27, touch 12) (+9 Armor, +5 Shield,+2 Deflection, +1 natural); BAB +10/+5; Atk +3 holy flaming bastard sword +16/+11 melee (1d10+6 and 2d6 Holy and 1d6 Flame, 19-20/x2) or short bow +12/+7 ranged (1d6+1); SA Smite Evil 1/day (+4 Attack and +2 Damage), Drow Spells; SQ: SR 24, Drow Traits, Drow Special Abilities, Paladin Abilities, Turn Undead 12/day, Spontaneous Casting, Renewal Domain Ability; AL LG; SV Fort +19 Ref +10 Will +22; Str 16 Dex 10 Con 12 Int 12 Wis 24 Cha 18
   Skills & Feats: Concentration +14, Craft (Weaponsmith) +6, Diplomacy +15, Heal, +12, Jump +5, Knowledge (Religion) +12, Listen +9, Professional (Sailor) +7, Spot +9, Scry +6, Search +3, Scry ; Exotic Weapon Proficiency (Bastard Sword), Daylight Adaptation, Brew Potion, Craft Arms & Armor, Magical Artisan (Magic Arms & Armor).
   Drow Traits: Spell resistance (11 + class level), immunity to sleep spells, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment magic, +2 racial bonus on Listen, Search and Spot checks, low-light vision, darkvision 120 feet.
   Drow Spell-Like Abilities (Sp): 1/day—dancing lights, darkness, and faerie fire (cast at Kyreel’s character level).
   Paladin Abilities (Sp): Detect evil, divine grace (Cha bonus to saves), lay on hands (Cha bonus x class level), divine health, aura of courage (immune to fear, allies within 10 ft. gain +4 morale bonus vs. fear), smite evil (+Cha bonus to hit, + level damage).
   Family Domain Ability (Sp): As a free action, Kyreel can protect a number of creatures equal to her Charisma modifier with a +4 dodge bonus to AC. This protection lasts 1 round per level. An affected creature looses this ability if it moves more than 10 feet from Kyreel.
   Renewal Domain Ability (Sp): Regain 1d8+Cha bonus hp when below 0 hp.
   Spells: (6 / 6+1 / 6+1 / 5+1 / 4+1 / 4+1 / 3+1; DC17 + spell level; Good, Family and Renewal Domains) 0-; ): 0—create water, detect magic (x2), detect poison, guidance (x2); 1st—charm person*, detect undead (x2), faith healing (x3), weildskill; 2nd—aid*, divine zephyr (x2), endurance, hold person (x2), zone of truth; 3rd—dispel magic (x2), magic circle vs. evil*, invisibility purge, searing light (x2); 4th—divine power (x2), holy smite*, recitation (x2); 5th—flame strike, rary’s telepathic bond*, righteous might (x2); 6th—heal (x2), heroes’ feast*.
   *Domain spells. Domains: Good, Family and Renewal.
   Possessions: +3 holy flaming bastard sword, +3 banded mail, +3 large light fortification shield (25% negate critical hit), MC shortbow (Str 14), 50 MW arrows, amulet of natural armor +1, belt of giant strength +4, boots of striding & springing, cloak of resistance +1, pearl of wisdom +4, ring of counterspells (disintegrate), ring of protection +2; 2,000 gp.
   Potions: cat’s grace, cure light wounds (x8), heroism, lesser restoration, neutralize poison, remove blindness, remove disease, remove paralysis, water breathing.
Taran Tar-Ilou, male human Ranger7 / Sorcerer 4 / Spellsword 4: CR 15; Medium Humanoid; HD 11d8+22 plus 4d4+8; hp 109; Init +3; Spd 30 ft., fly 90 ft.; AC 26 (flatfooted 23, touch 17); BAB +12/+7/+2; Atk +2 keen bastard sword +20/+15/+10 melee (1d10+9, 15-20/x2) and sun blade +20/+15/+10 melee (1d10+5, 17-20 x2), sun blade versus evil +22/+17/+12 melee (1d10+7), or MC longbow +18/+13/+8 ranged (+19/+14/+9 within 30 ft.) (1d8+6 [+7 w/in 30 ft.], x3); SA Sun Blade, Favored Enemy, Channel Spell I, Spells; SQ Ignore Spell Failure 15%; AL NG; Sv Fort +12, Ref +10/+13 (shield), Will +10; Str 25, Dex 16, Con 14, Int 14, Wis 10, Cha 14.
   Skills and Feats: Concentration +11, Hide +25, Intimidate +10, Knowledge (Warcraft) +8, Listen +11, Move Silently +25, Profession (Sailor) +1, Search +12, Spot +11, Wilderness Lore +13; Alertness, Ambidexterity, Cleave, Exotic Weapon (Bastard Sword), Expert Tactician, Greater Two Weapon Fighting, Improved Critical (Bastard Sword), Improved Two Weapon Fighting, Power Attack, Shield Expert, Tracking, Two-Weapon Fighting, Weapon Focus (Bastard Sword).
   Sun Blade: +2 bastard sword, +4 vs. evil creatures, double damage and x3 crit against negative material or undead creatures. 1/day—sunbeam (full daylight).
   Favored Enemy (Ex): Dragons +2, Giants +1; Taran gains this bonus to damage, and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks.
   Channel Spell II (Sp): Taran may deliver a 1st level spell with a sword blow as a free action 3/day.
   Ignore Spell Failure 15% (Ex): Taran reduces his arcane spell failure chance by 15%.
   Possessions: +2 keen bastard sword (“Black Lisa”), sun blade (“Little Sister”), MC longbow [+4], 40 +1 arrows, +3 silent moves shadow chain shirt, amulet of natural armor +2, headband of intellect +4, ring of protection +4, belt of giant strength +6, bracers of archery (+2 to hit, +1 damage), cloak of charisma +2, cloak of resistance +1 (not worn), lens of detection, ring of flying; 3,844 gp, 2,250 gp credit with church of Chauntea in Mistledale.
   Wands: cat’s grace (28), dispel magic (5th, 8), fireball (5th, 3), fireball (9th, 9), haste (12) (5 rds), knock (23), slow (7).
   Potions: aid, cure moderate wounds (x4), cure serious wounds, heroism, lesser restoration, neutralize poison (x2), remove disease.
   Sorcerer Spells (6/6/5/3; DC = 12+spell level, caster level 6, 5% spell failure): 0—arcane mark, daze, detect magic, flare, ghost sound, light, read magic; 1st—expeditious retreat, message, shocking grasp, shield; 2nd—mirror image, resist elements; 3rd—displacement.
Thelbar Tar-Ilou, male human Wizard 15 / Cleric 1: CR16; Medium Humanoid; HD 15d4+60 plus 1d8+4; hp 115; Init +1; Spd 30 ft.; AC 22 (touch 17, flatfooted 21); Atk: Melee touch +6 (special), ranged touch +8 (special); SQ SR 17, familiar, lowlight vision, permanenced spells, Turn Undead (5/day), Spontaneous Casting; AL NG; SV Fort +13, Ref +9, Will +15; Str 8 Dex 12 Con 18 Int 27 Wis 12 Cha 14
   Skills and Feats: Alchemy +19, Concentration +22, Craft (Shipbuilding) +10, Craft (Stonemason) +11, Diplomacy +9, Knowledge (Arcana) +24, Knowledge (Engineering) +19, Knowledge (The Planes) +17, Knowledge (Ritual Magic) +13, Listen +5, Move Silently +13, Perform (Lyre) +9, Scry +22, Search +8, Spellcraft +25, Spot +13; Chain Spell, Craft Wand, Craft Wonderous Item, Greater Spell Focus (Enchantment), Magical Artisan (Wonderous Item), Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Penetration (Robe of the Archmagi), Toughness.
   Languages Spoken: Celestial, Draconic, Elvish, Faerunian Common, Frosttongue (Greyhawk), Giant, Greyhawk Common, Infernal, Isenthanian (Isk), Undercommon.
   Permanenced Spells: Arcane sight, tounges, darkvision, protection from arrows (10/+3), see invisible.
   Wizard Spells Prepared (4/10/6/6/6/4/4/3/2; base DC 18 + spell level; +2 DC to Illusion and +4 DC to Enchantment):
   Cleric Spells Prepared (3/2+1, Domains Healing, Sun): 0—guidance, purify food & drink, detect poison; 1st—cure light wounds, faith healing (x2).
   Possessions: Amulet of natural armor +3, ring of protection +3, belt of resistance +3, Boccob’s blessed book, boots of elvenkind, bracers of health +4, eyes of the eagle, headband of intellect +6, Heward’s handy haversack, lyre of building, portable hole, robe of the archmagi, ring of wizardry (1st level), ring of counterspells (feeblemind); 1,125 gp.
   Wands: Cure light wounds (37 chgs), cure moderate wounds (16), cure serious wounds (50), detect secret doors (50), expeditious retreat (48), faith healing (38), faith healing (50), fireball (5th lvl, 25), invisibility (14), magic missile (5th lvl, 34), protection from elements (17).
   Potions: Cure light wounds, cure serious wounds, lesser restoration, neutralize poison, remove disease.
   Scrolls: Cure moderate wounds, dispel magic (10th lvl) (x2), faith healing (x7), limited wish, neutralize poison (x2), silence.   
   Wizard Spellbook (4/10/6/6/5/4/4/3; base DC = 17 + spell level; +2 DC to Illusion and +4 DC to Enchantment): 0—all, 1st—burning hands, cause fear, change self, chill touch, color spray, expeditious retreat, grease, identify, jump, mage armor, magic missile, protection from evil, ray of enfeeblement, shield, shocking grasp, silent image, sleep, spider climb, summon monster I; 2nd—Aganazzar’s scorcher, blur, bull’s strength, continual flame, darkness, darkvision, endurance, hypnotic pattern, invisibility, knock levitate, locate object, mirror image, protection from arrows, resist elements, rope trick, scare, see invisibility, spectral hand; 3rd —clairaudience/ clairvoyance, dispel magic, displacement, fireball, fly, haste, hold person, lightning bolt, magic circle against Evil, nondetection, summon monster III, tounges; 4th—charm monster, confusion, detect scrying, ice storm, improved invisibility, phantasmal killer, remove curse, scrying, stoneskin, wall of fire, wall of ice; 5th—cone of cold, fabricate, feeblemind, greater shadow conjuration, hold monster, Leomund’s secret chest, permanency, stone shape, teleport, wall of stone; 6th—chain lightning, disintegrate, eyebite, globe of invulnerability, greater dispelling, imbue familiar with spell ability, legend lore, move earth, project image, quickened invisibility; 7th—spell turning, finger of death, limited wish, plane shift, power word stun, prismatic spray, quickened haste.
Sarte, owl familiar: Tiny Animal; HD 15; hp 63; Init +3 (Dex); Spd 10 ft., fly 40 ft. (average); AC 29 (+2 size, +3 Dex, +12 natural, +2 Dodge); Atk Claws +14 melee (1d2); Face/Reach: 2’ ft. by 2’ ft./0 ft.; SA Deliver Touch Spells; SQ Improved Evasion, Share Spells, Empathic Link, Speak, Scry from Master, SR 20; AL N; SV Fort +9, Ref +10, Will +15; Str 6, Dex 17, Con 10, Int 13, Wis 14, Cha 4.
   Skills and Feats: Listen +14, Move Silently +20, Spot +6*; Weapon Finesse (claws).