Madari's Character Sheet
Madari
Character
MADARI CR 2
Female Human Sorcerer 2
NG Medium Humanoid
Init +2; Listen +4, Spot -1
Languages Common, Odessan, Ubrekti
Defense
AC 12, touch 12, flat-footed 10
- (+2 Dex)
hp 7 (2d4)
Fort +0, Ref +2, Will +2
Offense
Speed 20ft.
Melee weapon Dagger +0 (1d4-1) and
- Unarmed Strike +0 (1d3-1)
Ranged weapon Crossbow, Light +1 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Combat Gear Bolts, Crossbow, Crossbow, Light, Dagger, Unarmed Strike
Sorcerer Spells Known (CL 2, +0 melee touch, +3 ranged touch):
1 (DC 15, 5/day) - Enlarge Person, Magic Missile
0 (DC 14, 6/day) - Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic
Statistics
Abilities Str 8 Dex 14 Con 10 Int 14 Wis 8 Cha 18
SQ +3 to Listen checks while familiar is within 1 mile., Combat Casting, Empathic Link (Su), Share Spells
Feats Combat Casting, Cross-Class Learning - Use Magic Device, Listen, Simple Weapon Proficiency - All
Skills Balance -1, Climb -4, Concentration +5, Diplomacy +5, Escape Artist -1, Hide -1, Jump -10, Knowledge: Arcana +7, Knowledge: Local +2, Knowledge: Nature +2, Knowledge: Nobility & Royalty +2, Listen +4, Move Silently -1, Spellcraft +9, Swim -7, Use Magic Device +7
Possessions combat gear plus Backpack (2 @ 10 lbs), Bedroll, Money, Potion of Cure Light Wounds, Pouch, belt (20 @ 20 lbs), Rations, trail (per day), Scholar's Outfit (Free), Traveler's outfit, Vial, ink or potion, Wand of Cure Light Wounds
Special Abilities
+3 to Listen checks while familiar is within 1 mile. This ability is active when your familiar is within one mile.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Dominic (Familiar)
ARCANE FAMILIAR CR 1/10
Male Bat (Bat +1)
TN Diminutive Humanoid
Init +2; Senses Blindsense (20 feet), Low-Light Vision; Listen +10, Spot +8
Languages
AC 17, touch 16, flat-footed 15
- (+4 size, +2 Dex)
hp 3 (1d8)
Fort +2, Ref +4, Will +5
Speed 5ft.Flying (40 feet, Good)
Melee weapon Unarmed Strike -4 (--5)
Space 1 ft.; Reach 0 ft.
Base Atk +5; Grp -16
Combat Gear Unarmed Strike
Abilities Str 1 Dex 15 Con 10 Int 6 Wis 14 Cha 4
SQ Improved Evasion (Ex), Racial Skill Bonus, Sonar
Feats Alertness
Skills Concentration +5, Diplomacy -2, Hide +14, Jump -17, Listen +10, Move Silently +6, Spellcraft +3, Spot +8, Use Magic Device +0
Possessions combat gear plus Money
Blindsense (20 feet) Sense things and creatures without seeing them.
Flying (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Sonar -4 to Spot and Listen if sonar Blindsense is negated.