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Voz LirayneCreature 5


UniqueNEMediumElfHalfElfHumanHumanoid
Source Pathfinder #145: Hellknight Hill
Perception +7
Languages Common, Elven, Goblin, Halfling, Necril, Orcish
Skills Arcana +13, Deception +11, Lore +11, Lore +11, Occultism +11, Religion +7, Society +11, Stealth +10
Str +1, Dex +3, Con +3, Int +4, Wis +0, Cha +2

AC 20 21 with mage armor; Fort +10; Reflex +12; Will +9;
HP 56 (temp HP from false life)
Speed 25 feet

Dagger One Action +13 (+9, +5) to hit (agile, finesse, magical, versatile s) 1d4+3 Piercing
Dagger One Action +13 (+9, +5) to hit (agile, magical, thrown 10, versatile s) 1d4+3 Piercing

Drain Bonded Item Free Action (arcane)

When Voz uses this ability, she also regains 1 Focus Point.


Frequency once per day


You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

Eschew Materials

You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.

Reach Spell One Action (concentrate, metamagic)

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Arcane Prepared Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Chill Touch, Detect Magic, Light, Read Aura, Shield
1st Level: Fear, Grim Tendrils, Mage Armor, Ray of Enfeeblement
2nd Level: Acid Arrow, False Life, Mirror Image, Spider Climb
3rd Level: Bind Undead, Paralyze, Vampiric Touch

Wizard School Spells (DC 23, +15 to hit)

1st Level: Call of the Grave

Arcane Rituals

2nd Level: Create Undead



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Elf

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.

HalfElf

A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.