Bandit Conjurer (Wizard 7)

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Bandit Conjurer (Wizard 7)
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Chaotic Neutral (Human)

5 Wizard
Size
Medium
Speed
30 ft.
Initiative
+9
STR
10
DEX
13
CON
20
INT
18
WIS
12
CHA
8

Skill
+12 Perception
+10 Stealth

56 experience points

Defense
67 Hit points
AC
14

Flat-footed
13
Touch
10
Fortitude
+9
Will
+8
Reflex
+5

Resistance:

Immune to:

Vulnerable to:

Offense
Light Crossbow
Range: 50 ft.
Attack: +6
Damage: 1d8 P

BASE ATTACK BONUS
+3
COMBAT MANEUVER
+5 Bonus 13 Defense

Features and Abilities
Charge, Treat Affliction, Acid Splash, Ray of Frost, Jolt, Daze, Resistance, Touch of Fatigue, Light, Disrupt Undead, Flare, Acid Dart
Fighting Defensively, Acrobatics (Mobility)
Human, Feat, Skilled, Wizard Bonus Feat, Cantrips, Specialist School, Wizard Proficiencies, Arcane Bond, Detect Magic, Specialist School – Conjuration, Specialist School – Conjuration, Acid Dart, Opposition School, Augment Summoning, Superior Summoning, Opposition School – Necromancy, Opposition School – Divination, Combat Casting, Improved Initiative

Analyze Skill: Lore (Nature) DC 17 to 32


Bandit Conjurer (Wizard 7) is an enemy in Pathfinder: Kingmaker.

Description[edit | edit source]

See Bandit.

Equipment[edit | edit source]