Male purecast serpentfolk enchanter 9
NE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft., scent; Perception +20
AC 26, touch 19, flat-footed 19 (+2 deflection, +6 Dex, +1 dodge, +3 natural, +4 shield)
hp 128 (14 HD; 5d10+25+9d6+45)
Fort +8, Ref +13, Will +14
Immune mind-affecting effects, paralysis, poison; SR 24
Speed 30 ft.
Melee +1 dagger +16/+11 (1d4/19–20), bite +10 (1d6–1 plus poison)
Arcane School Spell-Like Abilities (CL 9; concentration +12)
- 9/day—dazing touch
Serpentfolk Spell-Like Abilities (CL 13; concentration +17)
- At will—veil, ventriloquism
- 1/day—blur, dominate person (DC 19), major image (DC 17), mass suggestion, mirror image, suggestion (DC 17), teleport
Enchanter Spells Prepared (CL 9; concentration +15)
- level 5—hold monster (DC 23), 2x sending
- level 4—2x charm monster, mass enlarge person, scrying (DC 20)
- level 3—hold person (DC 21), 2x lightning bolt (DC 19), dispel magic, protection from energy
- level 2—flaming sphere (DC 18), hideous laughter (DC 20), protection from arrows, 2x scorching ray, spider climb
- level 1—burning hands (2, DC 17), charm person (DC 19), magic missile (2), shield
- cantrips— daze (DC 18), detect magic, mage hand, ray of frost, read magic
Opposition Schools Conjuration, Necromancy
Str 8, Dex 23, Con 20, Int 23, Wis 19, Cha 18
Base Atk +9; CMB +8; CMD 29
Feats Combat Casting, Craft Wand, Defensive Combat Training, Dodge, Eschew Materials, Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment), Weapon Finesse
Skills Acrobatics +7, Bluff +21, Diplomacy +9, Disguise +15 (+25 with disguise self ), Escape Artist +15, Intimidate +22, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (religion) +11, Perception +20, Sense Motive +12, Spellcraft +23, Stealth +21, Use Magic Device +21
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Polyglot, Undercommon; telepathy 100 ft.
SQ arcane bond (viper familiar), aura of despair (9 rounds/day), enchanting smile
Gear wand of web (20 charges), +1 dagger, ring of protection +2, spellbook, spell component pouch
Spell Component Pouch brass key (1), cat fur (1 pinch), copper coin (1), copper wire (3 inch length), crystal bead (3), glass rod (1), iron bar (2 inches long), mineral prism (3), miniature cloak (4), packet containing soot and salt (11), rose petals (8), small wooden replica of an archery target (1), turtle shell (1 fragment), wool pinch (7)
Experience Points 91 829
Favoured Class (not wizard)
Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Enchanting Smile (Su) You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Aura of Despair (Su) As a standard action, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Cantrips: arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance
1st-Level: burning hands, charm person, comprehend languages, detect undead, expeditious retreat, feather fall, hypnotism, identify, magic missile, magic weapon, protection from evil, protection from law, shield, shocking grasp, sleep, true strike
2nd-Level: cat’s grace, daze monster, detect thoughts, flaming sphere, hideous laughter, invisibility, make whole, pilfering handUC, protection from arrows, see invisibility, scorching ray, spider climb, touch of idiocy
3rd-Level: deep slumber, dispel magic, heroism, hold person, lightning bolt, protection from energy, rage, suggestion, tiny hut
4th-Level: charm monster, mass enlarge person, scrying, stone shape
5th-Level: hold monster, sending
Combat Quick Reference
First Choice: Issilar avoids melee combat if he can, possibly using spider climb. Then he uses hold person or lightning bolt.
Second Choice: Issilar uses his major image spell-like ability to make things seem like they’re going well for him and badly for his opponents.
Last Choice: If somehow forced into melee combat, he attacks with his +1 dagger and bite, hoping that his poison will affect his foe. He retreats from melee combat as soon as he is able.
Issilar used to be the leader of the Saventh-Yhi serpentfolk. When Akarundo took over the tribe, Issilar fled rather than die trying to hold on to power. He met with some charau-ka who worship Ydersius, and convinced their leader, Raogru, that he was an emissary from their shared god. As a result, Issilar indirectly commanded a tribe of charau-ka and decided to use them to retake the Saventh-Yhi serpentfolk from Akarundo.
Issilar has heard conflicting reports of what Ydersius is actually like. Now that he has met many other purecast serpentfolk he no longer knows quite who to believe, and feels that he has been used repeatedly by those of his kind. He misses the simpler days when he ruled over the tribe in Saventh-Yhi, but he knows that they’re over for good.
April 27: Dale
May 11: Dale, Paul
May 25: Tim
June 8: Patricia
June 22: Cedric
July 27: Paul
August 10: Cedric
August 24: Paul
September 8: Cedric
September 22: Patricia
March 23: Paul