Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
It's a day after a bloody battle and the four of you are at The Slaughtered Hog a tavern near the coast when Andoren General Dakovya, sits down at your table. "Soldiers, you did well yesterday infiltrating the castle. The siege was gonna be long." A tavern wench arrives with a fresh round of firewhiskey. "To a good well done." The General hoists his glass and downs it.
"I've another mission for you, I need you to venture down to Chimera Cove to investigate this." He slides a folded letter across the table that reads:
My dear baron,
The power to put an end to
Andoran is here. Send me six
troops, a priest of Norgorber
who will take orders and
won’t proselytize, a holy
symbol of Iomedae, and 30
feet of silver wire, and I will
release the terrible treasure.
The General continues, "Whatever Poltur seeks lies somewhere near or within the cove and the three islands. His troops, meanwhile, are holed up in a nearby boathouse, waiting for reinforcements, so proceed with caution."
Here is the inside of the Slaughtered Hog Tavern I put Bug Eater and Quiznab at a table talking with the General. Once the others show me their profile pic I'll create a token and place them in the tavern.
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Quiznab eyes the shot glass wairly, sniffs it and promptly sneezes. I Suppose I have to drink that, or at least appear to, the Andorans have been good employers after all...
Quiznab waits for a moment when eyes are averted and he whispers an arcane phrase. If anyone happened to be looking they'd see him down the shot with a grimace. Of course if in reality the sawdust beneath the bench got that little bit damper, well what would be the harm in that?
Quiznab clears hit throat and says, "Well you know me General, I always like to tread lightly. Turns out that's useful in a siege. May I see the letter?"
He utters a single spidery word and to his sight several things begin to glow. He does his best to block those out and concentrate on the letter.
Quiznab detects magic.
"Hmm, that sounds vaguely ominous. Do we know the baron is and more to the point, do they know who we are?"
The General slides the letter towards the magic user, "Here." When you do your hocus-pocus you don't see anything magical about the letter, parchment, or ink.
"Well the baron barely escaped the seige so he knows we are on his tail. We intercepted a spy that was carrying this document." He waves his hand in the air for more drinks to be brought. "Unfortunately, the spy did escape during lull in the interrogation. All we have is this note."
Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip
Bug is a very large man with a shaved pate, featuring tattoos over much of his body. The silvery shirt of fine links he wears seems rather out of place on his otherwise savage appearance.
Bug slams down the shot without hesitation. He will grunt and reply "Thanks. Seems simple enough. We go find those troops and beat the tar out of them. Everyone wants to make the world complicated. Back up on the plateau we kept things nice and simple.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
The stiff war priest allows the gnome to inspect the letter.
Xavier would read it, but the General had given the mission already and that was enough for him.
The man had already earned his trust.
We will leave as soon as preparations can be made General. I'm sure everyone here is keen to continue there good service. It continues to be an honor.
The man was barely 5'10 but with a broad and heavy build. Often at a distance he could be mistaken for a tall dwarf.
"Direct to the point." The General chuckles at Bug. "Investigate, disable, and destroy." He smiles at the warpriest. "We can not let barons decide to become fiefdoms we need to halt any this act of treason. As always, danger lurks and protect yourselves to the best of your ability."
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Thank you, General we will. Though Bug would never admit to needing protection.
The priest's ale was drained, though it had been Bug who drank it. Xavier never partook in alcohol, not out of any religious obligation, he simply didn't like it. But he always nursed an ale, it helped him fit in with those who took part in life's common vices.
For Xavier, there was War, and there was Ragathiel.
That was enough.
Someday, if he lived that long, he might settle down, but he'd been fighting for so long he wondered if he could stop.
We will succeed or we will fall. The words were a simple mantra of his.
He salutes the general.
The tavern tires me, friends. Shall we plan our journey so we may get some sleep before we leave?
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Giznab considers for a moment before asking,"General if we can get a description of the spy, we'll be sure to send him your regards, if we bump into him."
Giznab's tone leaves little room for doubt that 'bumping into him' will involve sharp pointy things.
"He was slender half-elf wearing leathers with high boots. His hands weren't scarred like most warriors but rather soft from a life of privilege, but he was sneaky." He shakes his head. "Can't believe he gave the men the slip."
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Quiznab shrugs slightly replying, "Tis a shame that, still folk sometimes are more than they seem, probably wasn't much the men could do."
Quiznab considers Xavier's words and replies, "The journey is not far in days, but we might want to consider the manner of our arrival. To travel openly and fast, and likely be noted, or to travel under some pretext and be noted and promptly forgotten?"
Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip
"Why is going to just deliver a beat down so bad? I just don't understand all these silly trappings of civilization. Can't we just go straight for the problem?"
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
"Ha, kind of. If you pick a fight with too many, sometimes you can pick an even bigger fight and hope they all get in each other's way. Doesn't always end well..."
In another life this was a genuine 'strategy' I've seen used in Myth Drannor.
Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip
Bug just sits there will a dazed look on his face, utterly confused, but nonetheless realizing that maybe he should stop before he gets any more confounded.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Daniel notes the Giant's confusion and places an armored hand on his broad shoulders.
The direct approach. I vote for this method as well. Your method's are simple but effective friend, an admirable quality
"Late as usual Rena." He eyes the elf. "Well I've another mission for you, I'm sure your comrades will explain on the way. You've got a good day's travel getting there and time is of the essence." The barkeep brings over a tankard of ale and a fire whiskey to the newcomer. "While you investigate this." He taps his finger on the noted, "We are heading to the foothills to cut off the other escape route." He stands up getting ready to leave. "Any other questions?'
The journey took a bit longer than you expected but by late morning on the second day you come into view of your designation.
Dwarfed by the bluffs behind and to either side, a dozen pathetic wooden buildings huddle along the shore within a small protective curve of the rocky coastline. Three imposing islands face the settlement through the fog. The largest, a nearly cubic block of stone, squats in the water like some stubborn beast. The second island sends columns of foam arcing high into the air with each breaker impacting its far side, focusing the onrushing wave into a vertical channel, and a sizzle echoes across the cove as the spray returns to the sea. The last and smallest island is remarkable only for its silhouette: two pointed boulders near its crest give it the look of a horned animal head.
The secluded fishing community of Chimera Cove appears deserted from your point of view. After you spend a few minutes observing the village from woods on the outskirts you hear a crack of wood from 20 feet behind you, followed by "Greetings friends."
Behind you stands a massive hairy young man leaning on a greataxe. "All the villagers were rounded up by a bunch of Orogs and hobgoblns about a week ago, they are beng kept in the boathouse. Managed to kill two hobgoblins that wandered into the woods, but there are too many down there for me alone."
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Quiznab eyes the man with suspicion, thinking, 'The general told us there were troops, not villagers in the boathouse. I wonder if this helpful fellow is alone...'
Quiz takes a good look around and listens for any unusual sounds, there is wood pecker nearby that you hear and you see a couple long tail rabbits hop behind the youthful man. You certainly wouldn't expect the animals to get that close to man with an axe but they don't seem to notice or fear him. Further down the bluff you do see a couple hobgoblins walking around a building. You figure the building is the boathouse.
Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps
Anybody else from the village around, Targas? Any hobo leaders, shaman, the like... Situation report, numbers, locations, weapons... Something to go on, so you don't get killed while we do our thing.
How come you're not with the rest? Spy, coward, out hunting?. As she waits patiently, she unslings her massive crossbow. The weapon looks too large for any human or elf to wield comfortably. But, it is sleek and covered in runes. Most notably, it is not pointed in Targas' direction.
Rena hits on a touching subject for the young man. He fidgets a bit, “I… am not exactly a member of the village anymore." He looks Rena in the eyes as he speaks. "They have all the villagers and I stay in the woods and surrounding region, now."
He pauses then switches the attention to the invaders. "Now you know it's Poltur. Son of the late Pelan and grandson of Pelastour, who founded this village. He disappeared a few years ago but that was too good to be true. When he returned with a score of hobgoblin and these large orog soldiers, the village was completely unprepared. He rounded up everyone, and his troops are still holding them in the boathouse. I think that they’re still alive, but they must be nearly starving at this point.”
"I killed two, I've counted 2 more hobgoblins and 4 Orogs that are still there, when Poltur sailed off to the islands. Two of them thought they would make a patrol of the village one night, looting whatever they chose, and they tried to bury their stash in the woods, I killed them. Now there are four. But six is still too many for me, when the villagers are within their reach.”
He looks at Quiz, "Well the front door and the from the water."
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
"Probably needs to be the front door then, I can get us there unobserved if everyone stays close."
To do this Quiznab would use quick study to swap in invisibility sphere and then we have 6 mins to get inside. Would probably need to switch back to threatening major image. Blowing two arcane pool points for this flexibility seems a bargain.
You really just need a single person to pilot/sail the boat when you get one. you all traveled by land so far. The crew is group. I'm heading to the office soon but I can post from there.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Xavier uses his spell like ability to DETECT EVIL on the man.
Why is it friend, you live in the woods? I am happy to help, but if there is anything about you that would make you a danger, we need to know. Entering the village IS our goal so you may count us as allied. But I'd rather not have to watch you as well. Are we safe with you at our back?
He nods his understand. "I...er, ...I'm not a bad person and I try to keep the village safe. But you have the right to know that I've been inflicted with lycanthopy - born with it." He looks at the group, "I take can take the shape of bear at will.
he pauses a bit ashamed, "growing up I fell victim in my youth to one of Poltur’s schemes and fled the village in shame when Poltur framed me for murder, at the same time exposing his secret of lycanthropy."
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Seemingly coming to a conclusion, Quiznab says, "I think we'd better get going then. Like I said I can get us to the front door unseen, and the element of surprise will help when we breach that door."
Assuming the party wants to go straight to the boathouse, Quiznab will swap threatening major image out for invisibility sphere, at the cost of 1 Arcane Reservoir point. He'll cast it when the party is about 5 mins away from the boathouse and we'll rock up and I guess break the door down.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Are you in control of yourself in bear form? If so, you can come along. Let's reclaim this village. You know the area best. Is there a covered route to get closer? It would be better to get close and pick them off one by one. But I am a disciple of a Angel of Destruction. Stealth is not my forte. Quiznab, your suggestion is our best option. Get us close enough so Bug can get his hands on somebody. I'll drop another. Grenadel can run support. If you have a spell to hinder them, that won't restrict Bug or I would be best. Now let's go.
The priest falls into his practiced habit. Bug was a weapon and not unlike a bear himself once he got going. Quiznab provided whatever they needed given a minute or two. Grenadel was a .....specialist.
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
Quiznab nods and tells the party, "You'll need to stay pretty close to me, don't worry you'll still see each other although you'll look insubstantial. Anyone outside the aura won't see a thing unless you do something uh aggressive."
With that the little gnome pulls out his spellbook and sits cross legged, licks a finger and flicks to a page full of incompressible diagrams and script. He studys it for a moment before standing up and announcing, "I'm ready when you are."
The buildings of Chimera Cove are modest, even appearing dilapidated from a distance, but all are sound and well-maintained where it matters. They are wooden, with stone chimneys and heavy thatch roofs. Windows are rare, uniformly small, and generally face away from the cove to avoid the worst drafts. You approach from the south.
Male Human Warpriest 8, AC21/T10/FF21+2 if using Shield, HP74/74, F10/R4/W12, CMB+10/CMD+20, Perception +5
Xavier will go with his Bastard Sword in hand and his shield on his back. When he is within 20feet of a foe he will Swift cast DIVINE FAVOR and charge.
Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker
"Maybe, there's nothing better than a good illusory fire to draw them out, problem is I'd need line of sight. I figured Bug's battering ram fists would solve the door problem, unless it's uh very strong."
Female Elf Investigator 8 | 62/62 | AC 21/16/15 | CMD 22 | F 3/R 12/W 7 | Init +6 | Perc +17/+19 traps
I'd use the villagers as human shields.
What if you set up by the door, and I saunter over and draw them out? You slip inside and Targas and I take care of outside. Everyone gets a piece. She points her chin at Xavier, gauging his response.
Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
This is the private recruitment thread for Treasure of Chimera Cove.
I was asked to run a one shot game that featured characters from the ACG, so here's the private recruitment page. Sorry this particular game already filled. I would like to sample the playability of classes to see if they are over/underpowered.
Point Buy 20, plus your 4th level Stat bonus
No score below a 10, before racial adjustment.
Races: Core only
Classes: ACG only
Traits: 1 trait from the APG
Everyone’s base begins: At Level 6. Full HD for level 1 and 2, roll for levels 3 - 6. Reroll 1's.
Starting wealth: 16,000 gp. You can have no more than 5000 GP in any one item.
Alignment: No real alignment restrictions, except you must work well together.
Ability scores and Skills: Explain how you arrive at your ability scores and skill totals. This makes it easy for me, so I do not have to deconstructive builds.
I would like this to be relatively fast paced game especially since it is limited to this one shot.
Everyone post your class so the other know what who is involved.
Also, disclose your time zone, I'm in eastern.
I'll get the discussion and Game thread open soon. I won't start posting substance in the game till tomorrow, so everyone can get their character built.
brawler
Oni-Spawn Tiefling Brawler (Mutagenic Mauler) 6 (Pathfinder RPG Advanced Race Guide 0)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 57 (6d10+12)
Fort +8, Ref +8, Will +5; +2 bonus vs. sleep, paralysis, and stunning
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +12/+7 (1d8+14)
Special Attacks brawler's flurry
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9 (+11 grapple); CMD 23
Feats Armor of the Pit[ARG], Dragon Style[UC], Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits indomitable faith, mizu ki hikari rebel
Skills Acrobatics +11, Climb +14, Craft (alchemy) +6, Disguise +1, Intimidate +5, Perception +10, Ride +6, Sense Motive +5, Swim +14
Languages Abyssal, Common
SQ brawler strike, close weapon mastery, knockout, mutagen, mutagen damage bonus, unarmed strike
Combat Gear mutagen, oil of bless weapon (2), potion of restoration, lesser, quick runner's shirt, wand of infernal healing (50 charges), alchemist's fire (4); Other Gear +1 brawling mithral chain shirt, belt of giant strength +2, boots of the cat, cloak of resistance +1, handy haversack, dungeoneering kit, deluxe, 540 gp
--------------------
Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Brawler Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 18) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Mutagen Damage Bonus +2 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Brawler
Human (Shoanti) Brawler (Mutagenic Mauler) 6
N Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +2 Dex, +1 deflection, +1 dodge)
hp 57 (6d10+12)
Fort +8, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +13/+8 (1d8+8)
Ranged sling +8 (1d4+4)
Special Attacks brawler's flurry
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +10 (+13 grapple); CMD 24 (31 vs. grapple, 30 vs. trip)
Feats Dodge, Dragon Style[UC], Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Traits indomitable faith
Skills Acrobatics +11, Climb +13, Craft (alchemy) +5, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (local) +4, Perception +9, Swim +13
Languages Common, Shoanti
SQ brawler strike, close weapon mastery, knockout, mutagen, mutagen damage bonus, unarmed strike
Combat Gear alchemist's fire (4); Other Gear +1 brawling mithral chain shirt, sling, belt of giant strength +2, boots of the cat, cloak of resistance +1, handy haversack, ioun torch ioun stone, ring of protection +1, alchemist's kit, dungeoneering kit, deluxe, 575 gp
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Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Brawler Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Brawler's Flurry +4/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Knockout (1/day, DC 17) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 min.
Mutagen Damage Bonus +2 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Since we have several martial characters, I'm curious to see how effective Threatening Illusion + Effortless Trickery is, especially since Arcanists can pump the DCs up quite high. Should make for some interesting RP opportunities since illusions are so flexible.
I've yet to deck him out with mundane gear, and I'm probably missing some important utility things from his spell book. I'll sort that out tomorrow.
build:
Quiznib
Gnome Arcanist 6
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 34 (6d6+6)
Fort +5, Ref +6, Will +7; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
--------------------
Speed 20 ft.
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals Arcanist Spells Prepared (CL 6th; concentration +11):
. . 3rd—threat major image (DC 19)
. . 2nd—create pit{super}APG{/super} (DC 17), threat silent image (DC 18)
. . 1st—blurred movement, grease, silent image (DC 18), vanish{super}APG{/super} (DC 18)
. . 0 (at will)—acid splash, dancing lights, detect magic, detect poison, ghost sound (DC 17), message, resistance
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Effortless Trickery, Spell Focus (illusion), Threatening Illusion
Traits magical lineage
Skills Knowledge (arcana) +16, Knowledge (history) +12, Knowledge (local) +12, Knowledge (planes) +12, Perception +6, Spellcraft +14, Stealth +12
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan
SQ arcane reservoir, arcanist exploits (dimensional slide, potent magic, quick study), consume spells
Combat Gear potion of cure serious wounds, potion of fox's cunning, potion of levitate, scroll of daylight, scroll of haste (x2), wand of mage armor (50 charges), wand of mirror image (50 charges); Other Gear cloak of resistance +2, headband of vast intelligence +2, 150 gp
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Special Abilities
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Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dimensional Slide (60 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Magical Lineage (Major Image) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Scroll of daylight Add this item to create a scroll with spells on it.
Scroll of haste (x2) Add this item to create a scroll with spells on it.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Threatening Illusion One 5 ft square of illusion (figment) spell threatens foes. +1 Level.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of mirror image (50 charges) Add this item to create a wand of a chosen spell.
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With a Will save of +9 before gear the enchantment stuff should not be an issue for Xavier.
Note: With a 15 wisdom he is not an offensive caster. So he will focus on buffing and condition removal.
Trying to identify the hole... range/archer? traps/skills?
Mysterious Avenger w/scorpion whips and two-weapon fighting (remember that scene at the end of Underworld)... Combat Patrol and get trip happy. Cool, but very little damage output themselves.
Over-sized Large Crossbow & Gravity Bow (magic) combo for 3d8.
Trying to identify the hole... range/archer? traps/skills?
Mysterious Avenger w/scorpion whips and two-weapon fighting (remember that scene at the end of Underworld)... Combat Patrol and get trip happy. Cool, but very little damage output themselves.
Over-sized Large Crossbow & Gravity Bow (magic) combo for 3d8.
As a suggestion, when considering the ACG classes, look over the archetypes. From my (admittedly fairly light outside of certain classes) perusal the archetypes often offer a substantial boost.
I'd be more than happy to throw in on either a wand of infernal healing or wand of CLW. The former is more cost effective per HP, but is fairly worthless in combat.