Baron Galdur Vendikon

Tiberius Scaevola's page

124 posts. Organized Play character for -Karma-.


Race

| HP: 32/32 +13tmp| AC: 12 (12 Tch, 10 Fl) 16 (12 Tch, 14 Fl) | CMB: 0, CMD: 12 | F: +3, R: +4, W: +5 | Init: +6 | Perc: +3, SM: +2

Classes/Levels

| Speed 30ft | Arcane Reservoir: 1/8 | Spell slots: 1st 0/6; 2nd 2/5 | Active conditions: Mage armor, False life

Gender

Male N Human (Varisian) Arcanist 5

Strength 7
Dexterity 14
Constitution 12
Intelligence 23
Wisdom 10
Charisma 10

About Tiberius Scaevola

Tiberius
Male human (Varisian) arcanist 5 (Pathfinder RPG Advanced Class Guide 8)
N Medium humanoid (human)
Init +6; Senses Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 32 (5d6+10)
Fort +3, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4-2/19-20)
Special Attacks arcane reservoir (3/8), arcanist exploits (metamagic knowledge[ACG], potent magic[ACG], quick study[ACG]), consume spells
Spell-Like Abilities (CL 5th; concentration +5)
. . 3/day—dancing lights
Arcanist Spells Prepared (CL 7th; concentration +13)
. . 2nd (5/day)—false life, glitterdust (DC 18)
. . 1st (6/day)—burning hands (DC 18), toppling magic missile, protection from evil, vanish[APG] (DC 17)
. . 0 (at will)—daze (DC 16), detect magic, mage hand, mending, ray of frost, read magic
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Statistics
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Str 7, Dex 14, Con 12, Int 23, Wis 10, Cha 10
Base Atk +2; CMB +0; CMD 12
Feats Improved Initiative, Spell Focus (evocation), Spell Specialization[UM], Toppling Spell[UM], Varisian Tattoo[ISWG]
Traits magical lineage, student of philosophy
Skills Appraise +10, Craft (tattoo) +10, Diplomacy +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +14, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +14, Knowledge (religion) +10, Linguistics +14, Perception +3, Spellcraft +14
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Azlanti, Common, Draconic, Goblin, Ignan, Infernal, Terran, Tien, Varisian
Combat Gear oil of daylight, potion of cure light wounds, potion of touch of the sea, runestone of power (1st)[ACG], scroll of comprehend languages, scroll of fireball (x2) (CL 6th), scroll of monkey fish (x4), scroll of obscuring mist, scroll of resist energy (x5), wand of heightened awareness (50 charges), wand of infernal healing (50 charges), wand of mage armor (50 charges), wand of magic missile, alchemist's fire (4), antitoxin; Other Gear dagger, cloak of resistance +1, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], sleeves of many garments[UE], backpack, bedroll, belt pouch, cold weather outfit, flint and steel, ink, inkpen, mess kit[UE], pot, potion sponge (worth 2 gp), soap, spell component pouch, swarmsuit[APG], tattooing tools, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded (2), 6,267 gp
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Special Abilities
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Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Magic Missile) Pick one spell and cast it as if you were higher level
Toppling Spell Spell with the force descriptor knocks targets prone.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Student of Philosophy: You were trained in a nowdefunct philosophical tradition—such as that of the nowdestroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

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CHRONICLES

1: 5-21 The Merchant's Wake:

Gains: 1XP, 2PP, 514 gp
Spending: Wand of IH 2PP
chronicle

2: 5-08 The Confirmation:

Gains: 1XP, 2PP, 508 gp
Spending: Wand of Magic Missile 2PP
ioun torch 75gp
touch of sea potion 50p
potion sponge 2gp
Antitoxin 50gp
chronicle

3: 3-05 Tide of Twilight:

Gains: 1XP, 2PP, 531 gp
Spending: Wand of Mage Armor 2PP
chronicle

4: 7-14 Faithless and Forgotten, Part I: Let Bygones Be:

Gains: 1XP, 2PP, 468 gp
Spending: Learning spell (crafters fortune) 15gp
chronicle

5: 3-07 Echoes of the Overwatched:

Gains: 1XP, 2PP, 522 gp
Spending:
chronicle

6: 7-14 Faithless and Forgotten, Lost Colony of Taldor:

Gains: 1XP, 2PP, 520 gp
Spending:
Cloak of Resistance +1 1000gp
Wand of Heightened Awareness 2PP
chronicle

7: 4-11 The Disappeared:

Gains: 1XP, 2PP, 1193 gp
Spending:
chronicle

8: 3-25 Storming the Diamond Gate:

Gains: 1XP, 2PP, 1283 gp
Spending:

9: 6–99 True Dragons of Absalom:

Gains: 1XP, 2PP, 1634 gp
Spending: headband of vast intelligence +2 4000gp

10: 7-18 Faithless and forgotten 3, Part 3 The Infernal Inheritance:

Gains: 1XP, 2PP, 1199 gp
Spending:

11: 8-01 Portent's Peril:

Gains: 1XP, 2PP, 1879 gp
Spending: Cold weather outfit 8gp, Scroll of 5x resist energy 2PP

12: 8-02 Ward Asunder:

Gains: 1XP, 2PP, 1320 gp
Spending: 100gp

13: 2-25 You Only Die Twice:

Gains: 1XP, 2PP, 2720 gp
Spending: 1100gp

14: 9-00 Assault on Absalom:

Gains: 1XP, 2PP, 2510 gp

Spells to copy?
1st: animate rope, chill touch, reduce person, lock gaze, jump, magic weapon, illusion of calm, darting duplicate, corrosive touch, monkey fish, auditory hallucination, silent image, dancing darkness, mount, expeditious retreat, secluded grimoire,

2nd: frigid touch, spider climb, acid arrow, gust of wind