QUINTIN QUIGLEY CR 7
Male Human (Chelaxian) Wizard 8
NG Medium Humanoid (Human)
Init 3 Dex, +2 deflection)
hp 34 (8d6)
Fort +2, Ref +5, Will +8
Spd 30 ft.
Melee Dagger +4 (1d4/19-20/x2) and
Quarterstaff +4 (1d6/20/x2) and
Unarmed Strike +4 (1d3/20/x2)
Ranged Crossbow, Heavy +7 (1d10/19-20/x2)
Wizard Spells Known (CL 8, 4 melee touch, 7 ranged touch):
4 (3/day) Dimension Door, Dragon’s Breath (x2) (DC 21), Locate Creature
3 (4/day) Lightning Bolt (DC 20), Fireball (DC 20), Fly (DC 18), Revelation
2 (4/day) Locate Object, Web (DC 17), Scorching Ray (x2), Fire Breath (DC 19)
1 (6/day) Protection from Evil (DC 16), Comprehend Languages (DC 16), Magic Missile, Shocking Grasp, Mage Armor (DC 16), Burning Hands (DC 18), Shield (DC 16)
0 (at will) Ray of Frost, Light, Detect Magic, Prestidigitation (DC 15)
Str 10, Dex 16, Con 10, Int 20, Wis 14, Cha 14
Base Atk +4; CMB +4; CMD 19
Feats Empower Spell, Greater Spell Focus: Evocation, Improved Initiative, Rapid Reload: Crossbow, Heavy, Scribe Scroll, Spell Focus: Evocation, Weapon Focus: Ray, Wizard Weapon Proficiencies
Traits Dangerously Curious, World Traveler: Diplomacy
Skills Diplomacy +14, Fly +10, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +16, Knowledge (Nature) +10, Knowledge (Planes) +11, Knowledge (Religion) +10, Linguistics +12, Perception +10, Profession (Fortune-Teller) +9, Spellcraft +16, Use Magic Device +13
Languages Common, Draconic, Dwarven, Elven, Goblin, Hallit, Shoanti, Thassilonian, Undercommon, Varisian
SQ Arcane Familiar Nearby, Deliver Touch Spells Through Familiar (Su), Divination, Diviner’s Fortune +4 (8/day) (Sp), Empathic Link with Familiar (Su), Forewarned +4 (Su), Necromancy, Scrying Adept (Su), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Transmutation
Combat Gear Crossbow, Heavy, Dagger, Quarterstaff; Other Gear Bag, Waterproof (11 @ 3 lbs), Bedroll, Blanket, Chalk, 1 piece, Crystal Ball, Flint and steel, Grappling hook, Handy Haversack (18 @ 47 lbs), Harrow Deck, Ink (1 oz. vial, black), Ink (1 oz. vial, colored), Inkpen, Orb of Storms, Paper (sheet) (5), Pouch, belt (empty), Rations, trail (per day) (6), Ring of Protection, +2, Rope, silk (50 ft.), Soap, Bar (50 uses), Spell component pouch, Spellbook, wizard’s (blank), Tome of Clear Thought, +2, Wand of Cure Light Wounds, Waterskin, Wrist sheath (empty)
Dagger – 0/1
Diviner’s Fortune +4 (8/day) (Sp) – 0/8
Rations, trail (per day) – 0/6
Wand of Cure Light Wounds – 0/50
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm’s reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner’s Fortune +4 (8/day) (Sp) Creature touched gains +4 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Forewarned +4 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Greater Spell Focus: Evocation +1 to the Save DC of spells from one school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Rapid Reload: Crossbow, Heavy You can reload fast with one type of Crossbow.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 pena
Share Spells with Familiar The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
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