A Monarus exploring the empire looking for places where the wild magic runs free


Male Monarus Wizard (Primalist) 1
LE Medium monstrous humanoid
Init 2; Senses darkvision 60 ft., scent; Perception +4
AC 12, touch 12, flat-footed 10 (
2 Dex)
hp 9 (1d6+3)
Fort 3, Ref +2, Will +5
Weakness light sensitivity
Speed 30 ft., gliding wings
Melee quarterstaff +1 (1d6
1) and
unarmed strike 1 (1d31 nonlethal) and
wing 1 (1d41)
Ranged light crossbow 2 (1d8/19-20)
Special Attacks lightning flash, primal magic
Spell-Like Abilities (CL 1st; concentration +3)
At will—feather fall, spell-like ability, at-will
1/day—spell-like ability, lesser
Wizard (Primalist) Spells Prepared (CL 1st; concentration +5):
1st—magic missile, shocking grasp [S], sleep (DC 15)
0 (at will)—breeze, disrupt undead, jolt, penumbra, touch of fatigue (DC 14)
Str 12, Dex 14, Con 17, Int 19, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Elemental Focus, Greater Elemental Focus, Scribe Scroll
Traits tireless logic, volatile conduit
Skills Fly +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Perception +4, Spellcraft +8, Use Magic Device +3
Languages Common, Monarus, Other Language, Pangolin, Penguin, Tardigrade
SQ opposition schools (earth), specialized schools (air), sticky tongue
Other Gear light crossbow, quarterstaff, 115 gp
Feather Fall (At will) – 0/0
Lightning Flash (1d6, 7/day, DC 14) (Su) – 0/7
Primal Magic (1/day) (Su) – 0/1
Spell-Like Ability, At-Will (Power Device, At will) (Sp) – 0/0
Spell-Like Ability, Lesser (Elemental Touch, 1/day) (Sp) – 0/1
Tireless Logic (1/day) – 0/1
Volatile Conduit (1/day) – 0/1
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Classical opposition school for: Air
You must spend 2 slots to cast spells from the Earth school.
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Gliding Wings (Ex) DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Greater Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightning Flash (1d6, 7/day, DC 14) (Su) 5’ burst deals 1d6
0 Electricity damage and dazzles for 1d4r. Ref halves/negates.
Primal Magic (1/day) (Su) As a swift action, attempt to channel primal magic to cast a prepared spell without losing that spell from its spell slot.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sticky Tongue Tongue attack entangles and keeps target from moving more than 10 ft away.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
Volatile Conduit (1/day) Elemental spell deals an additional 1d4 damage.



The Scavenger Gods Brand_Darklight Asandir