Peacock Prideswell is a Slyph Druid and Wizard and travels with his own team,

1st Level Druid/Mage and Pack Lord/Primalist (he is his own team)

Description:

<html> <head><title>Hero Lab Portfolio</title> <meta> </head> <body> Peacock Prideswell
Male Sylph Druid 1 Wizard (Primalist) 1
NG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5


Defense

AC 20, touch 12, flat-footed 17 (+4 armor, +2 Dex, +4 natural, +1 dodge)
hp 16 (1d8+1d6+2)
Fort +3, Ref +2, Will +6; +2 morale bonus vs. necromancy spells
Resist electricity 5

Offense

Speed 30 ft.
Melee Jealous Hooker +4 (1d10+4/x3) and
   Unarmed strike +1 (1d3+1/x2)
Special Attacks lightning flash (1d6) (8/day) (dc 15), primal magic (1/day)
Spell-Like Abilities Acid Splash (3/day), Feather Fall (1/day), Feather Fall (At will)
Druid Spells Prepared (CL 1):
1 (3/day) Summon Nature’s Ally I, Commune With Birds, Windy Escape
0 (at will) Resistance, Know Direction, Stabilize, Mending, Spark (DC 16)
Wizard (Primalist) Spells Prepared (CL 2):
1 (3/day) Shocking Grasp, Shocking Grasp, Color Spray (DC 16), Summon Monster I
0 (at will) Ray of Frost, Touch of Fatigue (DC 15), Flare (DC 16), Detect Magic, Breeze

Statistics

Str 12, Dex 15, Con 13, Int 20, Wis 20, Cha 9
Base Atk +0; CMB +2 (+4 Tripping); CMD 13
Feats Acadamae Graduate, Additional Traits, Additional Traits, Agile Maneuvers, Augment Summoning, Dodge, Elemental Focus (Electricity), Martial Weapon Proficiency (Ogre hook), Spell Focus (Conjuration), Spell Focus (Evocation), Varisian Tattoo (Conjuration)
Traits Genie-Caller (1/day), Gifted Adept (Summon Monster I), Inspired by Greatness (Summon Monster II), Magical Knack (Wizard [Primalist]), Reclaiming Your Roots, Secret of the Impossible Kingdom (Jalmeray)
Flaws Vulnerable, Weak Will
Skills Acrobatics +3, Diplomacy -2, Disable Device +3, Disguise +0, Escape Artist +3, Fly +10, Handle Animal +4, Heal +9, Intimidate +4, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (nature) +11, Ride +7, Survival +7
Languages Auran, Common, Draconic, Drow Sign Language, Druidic, Dwarven, Elven, Varisian
SQ glamered, hosteling, improved empathic link, opposition schools (earth), pack bond, specialized schools (air), spell storing, spontaneous casting, wild empathy
Combat Gear Feather token (bird) (2), Helmet of the golden general (3/day), Wand of Mage Armor, Zoic fetish (Bird) (1/day); Other Gear Quilt of Bird Feathers, Jealous Hooker, Belt of physical perfection +2, Bracers of armor +4, Gauntlet of the skilled maneuver (trip), Headband of aerial agility (Int +4) (Handle Animal, Ioun stone (incandescent blue sphere), Treasure hunter’s goggles, Canary (6), Wizard’s kit, 150 GP

TRACKED RESOURCES

Acid Splash (3/day) (Sp) – 0/3
Detect Secret Doors (At will) – 0/0
Feather Fall (1/day) (Sp) – 0/1
Feather Fall (At will) (Sp) – 0/0
Feather token (bird) – 0/2
Fly (3/day) – 0/3
Genie-Caller (1/day) – 0/1
Helmet of the golden general (3/day) – 0/3
Identify (3/day) – 0/3
Lightning Flash (1d6) (8/day) (DC 15) (Su) – 0/8
Locate Object (100+ coins in small area) (1/day) – 0/1
Primal Magic (1/day) (Su) – 0/1
True Strike (self or ally in 30 ft) (3/day) – 0/3
Wand of Mage Armor – 0/20
Zoic fetish (Bird) (1/day) – 0/1

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Classical opposition school for: Air Five-Element opposition school for: Water

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.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Gifted Adept (Summon Monster I) A chosen spell gets +1 CL.
Glamered Assumes appearance of normal clothes on command.
Headband of aerial agility (Int +4) (Handle Animal, Ride) +1 CL for spells/extracts that grant flight.
Helmet of the golden general (3/day) Casts prayer on crit. Followers get +1 vs fear. Activate to demoralize foes in 30 ft.
Hosteling Store bonded animal as an image, asleep for up to 24 hr.
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Inspired by Greatness (Summon Monster II) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighte
Lightning Flash (1d6) (8/day) (DC 15) (Su) 5’ burst deals 1d6+0 Electricity damage and dazzles for 1d4r. Ref halves/negates.
Magical Knack (Wizard [Primalist]) +2 CL for a specific class, to a max of your HD.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
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.
Secret of the Impossible Kingdom (Jalmeray) Cast one spell at +1 casting level.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Storing Stores up to 3rd level touch spell which affects foe who hits.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Wand of Mage Armor Add this item to create a wand of a chosen spell.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Blaze Bat
Male Dire Bat
N Medium Animal
Init +3; Senses blindsense, low-light vision; Perception +7

Defense

AC 12, touch 12, flat-footed 9 (+3 Dex)
hp 14 (-2)
Fort +2, Ref +6, Will -1

Offense

Speed 20 ft., flight (40 feet, good)
Melee Bite (Dire Bat) +0 (1d6-1/x2) and
   Unarmed strike +0 (1d3-1/x2)

Statistics

Str 9, Dex 17, Con 9, Int 4, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Coordinated Maneuvers, Pack Attack, Tandem Trip
Flaws Vulnerable, Weak Will
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Cinderbrave [Trick], Down [Trick], Fighting [Trick], Heel [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +3 (-1 jump), Fly +7, Perception +7; Racial Modifiers +4 perception for blindsense
Languages Common
SQ attack any target [trick], cinderbrave [trick], fighting [trick], heel [trick], seek [trick]
Other Gear Collar of the true companion, You have no money!

TRACKED RESOURCES

   none

Special Abilities

+4 Perception for Blindsense +4 to Perception checks while using blindsense.
Attack Any Target [Trick] The animal will attack any creature on command.
Blindsense (40 feet) (Ex) Sense things and creatures without seeing them.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Fighting [Trick] The animal has been trained to fight.
Flight (40 feet, Good) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally’s attack allows you to take a 5-foot step
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result

Dumb Dog (to summon)
No Gender Dog, Riding
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8

Defense

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 20 (2d8+4)
Fort +5, Ref +5, Will +1

Offense

Speed 40 ft.
Melee Bite (Dog, Riding) +3 (1d6+3/x2) and
   Unarmed strike +3 (1d3+2/x2)

Statistics

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Skill Focus (Perception)
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6 (+10 jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent
Languages
SQ acrobatics (jump) +8, combat riding [trick]
Other Gear You have no money!

TRACKED RESOURCES

   none

Special Abilities

+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Ernie Eagle
Male Eagle
N Small Animal
Init +2; Senses low-light vision; Perception +6

Defense

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 18 (+2)
Fort +4, Ref +5, Will -1

Offense

Speed 10 ft., flight (80 feet, average)
Melee Bite (Eagle) +2 (1d4/x2) and
   Talon x2 (Eagle) +2×2 (1d4/x2) and
   Unarmed strike +2 (1d2/x2)

Statistics

Str 10, Dex 15, Con 12, Int 4, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Coordinated Maneuvers, Pack Attack, Tandem Trip
Flaws Frail, Weak Will
Tricks Come [Trick], Defend [Trick], Fetch [Trick], Heel [Trick], Perform [Trick], Performance [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +2 (-6 jump), Fly +4, Perception +6, Stealth +6, Use Magic Device -1
Languages Common
SQ defend [trick], performance [trick], seek [trick]
Other Gear Collar of the true companion, You have no money!

TRACKED RESOURCES

   none

Special Abilities

Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Defend [Trick] The animal will defend you.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally’s attack allows you to take a 5-foot step
Performance [Trick] The animal has been trained to perform many tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result

Fire Beetle (summoned 1)
Male Beetle, Fire
N Small Vermin
Init +0; Senses darkvision 60 ft.; Perception +0

Defense

AC 12, touch 11, flat-footed 12 (+1 size, +1 natural)
hp 40 (1d8)
Fort +3, Ref +1, Will +1
Immune mind-affecting

Offense

Speed 30 ft., flight (30 feet, poor)
Melee Bite (Beetle, Fire) +3 (1d4/x2) and
   Unarmed strike +3 (1d2/x2)

Statistics

Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
Base Atk +2; CMB +1; CMD 11 (19 vs. Trip)
Feats
Skills Fly -2, Stealth +4
Languages
SQ luminescence
Other Gear You have no money!

TRACKED RESOURCES

   none

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (30 feet, Poor) You can fly!
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Luminescence (Ex) A fire beetle’s glowing glands provide light in a 10-foot radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after its death.

Fire Elemental (summon 2)
Male Elemental, Fire, Small
N Small Outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +5

Defense

AC 15, touch 12, flat-footed 13 (+1 Dex, +1 size, +3 natural, +1 dodge)
hp 41 (2d10)
Fort +4, Ref +5, Will -2
Immune bleeds, critical hits, fire, flanking, paralysis, poison, precision damage, sleep, stunning
Weakness vulnerability to cold

Offense

Speed 50 ft.
Melee Slam (Elemental, Fire, Small) +2 (1d6/x2) and
   Unarmed strike +7 (1d2/x2)
Special Attacks burn (dc 12)
Spell-Like Abilities Quicken Spell-Like Ability (Quicken Spell-Like Abi

Statistics

Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +5; CMB +4; CMD 15
Feats Dodge, Improved Initiative, Improved Natural Attack (Slam [Elemental, Fire, Small]), Improved Unarmed Strike, Nightmare Fist, Quicken Spell-Like Ability (Quicken Spell-Like Ability) (3/day), Weapon Finesse
Flaws Vulnerable, Weak Will
Skills Acrobatics +6 (+8 while in magical darkness, +14 jump), Climb +4, Disable Device +2, Escape Artist +5, Fly +3, Heal +2, Intimidate +4 (+6 while in magical darkness), Knowledge (planes) +2, Perception +5, Sense Motive +4, Stealth +9, Use Magic Device +1
Languages
Other Gear You have no money!

TRACKED RESOURCES

Quicken Spell-Like Ability (Quicken Spell-Like Ability) (3/day) – 0/3

Special Abilities

Burn (DC 12) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Fire You are immune to fire damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Nightmare Fist While fighting in magical darkness, you deal +2 damage
Quicken Spell-Like Ability (Quicken Spell-Like Ability) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

Haratio Hawk
Male Hawk
N Small Animal
Init +2; Senses low-light vision; Perception +7

Defense

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 size, +1 natural)
hp 18 (+2)
Fort +4, Ref +5, Will -1

Offense

Speed 10 ft., flight (80 feet, average)
Melee Bite (Hawk) +2 (1d4/x2) and
   Talon x2 (Hawk) +2×2 (1d4/x2) and
   Unarmed strike +2 (1d2/x2)

Statistics

Str 10, Dex 15, Con 12, Int 4, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 11
Feats Coordinated Maneuvers, Pack Attack, Tandem Trip
Flaws Vulnerable, Weak Will
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Seek [Trick], Stay [Trick], Work [Trick]
Skills Acrobatics +2 (-6 jump), Fly +4, Perception +7, Stealth +6
Languages Common
SQ come [trick], defend [trick], fighting [trick], seek [trick], work [trick]
Other Gear Collar of the true companion, You have no money!

TRACKED RESOURCES

   none

Special Abilities

Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Come [Trick] The animal will come to you on command.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally’s attack allows you to take a 5-foot step
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Work [Trick] The animal pulls or pushes a medium or heavy load.

Three Stirges (summon #2)
Male Stirge
N Tiny Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1

Defense

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +2, Ref +6, Will +1

Offense

Speed 10 ft., flight (40 feet, average)
Melee Unarmed strike +7 (1-4/x2)
Space 2.5 ft.; Reach 0 ft.

Statistics

Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3 (+11 Grappling); CMD 9
Feats Weapon Finesse
Tricks Attack [Trick], Down [Trick], Fighting [Trick], Stay [Trick]
Skills Acrobatics +4 (-4 jump), Fly +8, Stealth +16
Languages
SQ attach, blood drain, diseased, fighting [trick]
Other Gear You have no money!

TRACKED RESOURCES

   none

Special Abilities

Attach (Ex) On a touch attack, you automatically grapple a foe.
Blood Drain (Ex) Drain blood and deal 1 Con damage if attached to a foe at the end of its turn.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diseased (Ex) Foes who are blood drained have a 10% chance to be exposed to a disease.
Fighting [Trick] The animal has been trained to fight.
Flight (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Triping Tommy Mite (Summon Ally 1)
Male Mite
LN Small Fey
Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +1

Defense

AC 11, touch 11, flat-footed 10 (+1 Dex, +1 size)
hp 6 (1d6)
Fort +0, Ref +3, Will +0
DR 2/cold iron
Weakness light sensitivity

Offense

Speed 20 ft., climbing (20 feet)
Melee Sickle +0 (1d4-1/x2) and
   Unarmed strike +0 (1d2-1/x2)
Special Attacks hatred
Spell-Like Abilities Doom (1/day), Prestidigitation (at will)

Statistics

Str 8, Dex 12, Con 10, Int 8, Wis 12, Cha 8
Base Atk +0; CMB -2; CMD 8
Feats Coordinated Maneuvers, Shake It Off, Tandem Trip
Flaws Vulnerable, Weak Will
Skills Acrobatics +1 (-3 jump), Climb +7, Fly +3, Sleight of Hand +9, Spellcraft +0, Stealth +13, Survival +2, Swim +3; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Undercommon
SQ vermin empathy
Other Gear Sickle, You have no money!

TRACKED RESOURCES

Doom (1/day) (Sp) – 0/1

Special Abilities

Climbing (20 feet) You have a Climb speed.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Doom (1/day) (Sp) Doom once per day.
Hatred +1 (Ex) Gain a bonus to attack vs dwarves and gnomes.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (at will) Prestidigitation at will.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Vermin Empathy +4 (Ex) Improve the attitude of vermin, as if using Diplomacy.

Vinnie Vulture
Male Giant Vulture
N Medium Animal
Init +2; Senses low-light vision; Perception +2

Defense

AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural)
hp 20 (+4)
Fort +5, Ref +5, Will -1; +4 vs. disease

Offense

Speed 10 ft., flight (50 feet, average)
Melee Bite (Giant Vulture) +2 (1d8+1/x2) and
   Unarmed strike +2 (1d3+1/x2)

Statistics

Str 12, Dex 15, Con 14, Int 4, Wis 15, Cha 7
Base Atk +1; CMB +2; CMD 13
Feats Coordinated Maneuvers, Pack Attack, Tandem Trip
Flaws Vulnerable, Weak Will
Tricks Attack [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +2 (-6 jump), Sense Motive +4
Languages Common
SQ +4 to saves vs disease, defend [trick], fetch [trick], fighting [trick], guard [trick], seek [trick]
Other Gear Collar of the true companion, You have no money!

TRACKED RESOURCES

   none

Special Abilities

+4 to saves vs Disease You gain a +4 bonus on saves against disease.
Collar of the true companion After 1 week non sentient animal is awakened, but loses magic. Feebleminds sentients.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Defend [Trick] The animal will defend you.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (50 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pack Attack Ally’s attack allows you to take a 5-foot step
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result

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Bio:

Peacock Prideswell is a Slyph Druid and Wizard and travels with his own team,

BardSphere Peri Peri