Gaston Gray

An absent-minded and eccentric conjuror, Gaston Gray hides a crafty mind behind a bumbling exterior.

Description:

GASTON GRAY CR 3
Male Human (Taldan) Wizard 4
NG Medium Humanoid (Human)
Init 8; Senses Perception +9
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DEFENSE
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AC 13, touch 13, flat-footed 11 (
2 Dex, 1 deflection)
hp 30 (4d6
8)
Fort 3, Ref +4, Will +6
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OFFENSE
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Spd 30 ft.
Melee Dagger +2 (1d4/19-20/x2) and
Unarmed Strike +2 (1d3/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Wizard Spells Known (CL 4, 2 melee touch, 4 ranged touch):
2 (3/day) Summon Monster II, Summon Monster II, Glitterdust (DC 18), Create Pit (DC 18)
1 (5/day) Summon Monster I, Color Spray (DC 16), Burning Hands (DC 16), Protection from Evil (DC 16), Enlarge Person (DC 16), Vanish (DC 16)
0 (at will) Resistance (DC 15), Flare (DC 15), Mage Hand, Detect Magic
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STATISTICS
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Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Augment Summoning, Improved Initiative, Spell Focus: Conjuration, Toughness +4, Wizard Weapon Proficiencies
Traits Observant: Perception, Reactionary
Skills Appraise +10, Fly +6, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +11, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Planes) +10, Linguistics +12, Perception +9, Profession (Engineer) +8, Spellcraft +12
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Osiriani, Terran, Thassilonian, Undercommon
SQ Acid Dart (8/day) (Su), Bonded Object: Ring (1/day) (Sp), Conjuration, Enchantment, Necromancy, Summoner’s Charm (
2r) (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Backpack (13 @ 3 lbs), Case, map or scroll (empty), Cloak of Resistance, 1, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (10), Pearl of Power, 1st Level, Potion of Cure Light Wounds (6), Ring, Ring of Protection, +1, Scroll: Burning Hands, Scroll: Shield (3), Scroll: True Strike, Spell component pouch, Spellbook, wizard’s (blank), Wand of Mage Armor, Wand of Magic Missile
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SPECIAL ABILITIES
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Acid Dart (8/day) (Su) 30’ Ranged touch attack deals 1d6
2 Acid damage.
Augment Summoning Summoned creatures have 4 to Strength and Constitution.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner’s Charm (
2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Bio:

Gaston Gray

Windy City Pathfinder GTSamurai