
Mistress Morgana |

Deciding to go with white mage archetype if i can. Morgana learned how to cast cure due to her familial pressure and to hidee hr true abilities. Also it makes more of a sacred hooker.
Not much has changed witched out two spells (shield and infernal healing for snowball and reduce person) and no longer have ice missile as an arcane exploit but have the white mage class feature instead.
CN Medium Human (Dual Path, +2 INT, +2 CHR)
Arcanist
Deity: Calistria
Init +3, Perception +1
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DEFENSE
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AC 13, Touch 13, Flat-footed 10
HP 8 (1d6+2)
Fort +1 Ref +3 Will +3
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OFFENSE
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Speed 30 ft.
Ranged light Crossbow +3(1d6/20x2)
Melee Dagger +0(1d4/19-20x2)
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STATISTICS
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11 STR, 17 DEX, 13 CON, 20 INT, 13 WIS, 17 CHR
Base Attack +0 CMB +0 CMD 13
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Special Abilities
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Weapon and Armor Proficiency:Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared, assuming she hasn’t yet used up her spells per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell level. The saving throw DC against an arcanist’s spell is 10 + the spell level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook). An arcanist’s may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare. Like a sorcerer, an arcanist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a wizard, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat (unless she has the metamixing exploit.
Spellbooks An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic, which all arcanists can prepare from memory. An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards’ spellbooks to her own (see Chapter 9 of the Core Rulebook).
Arcane Reservoir:
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
Arcanist Exploit By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
A white mage is an arcanist touched by a divine
power and gifted with the ability to heal others.
Spontaneous Healing (Su): At 1st level, a white mage can
expend 1 point from her arcane reservoir to use one of her
spell slots to cast a cure spell (any spell with “cure” in its
name) from the cleric spell list as if it were on her spell
list and prepared. The spell must be of a level the arcanist
can cast. At 10th level, the white mage can expend 5 points
from her arcane reservoir and a spell slot of at least 5th
level to cast breath of life. This ability replaces the arcanist
exploits gained at 1st and 9th levels.
Greater Exploit: At 11th level, a white mage can select
the following greater exploit.
Fast Healing (Su): A white mage can spend 1 point from
her arcane reservoir and expend a spell slot of at least
2nd level to grant her allies the fast healing ability. Allies
within 30 feet gain fast healing (Bestiary 300) equal to 1/2
the level of the spell slot sacrificed. This effect lasts for
a number of rounds equal to the arcanist’s Charisma
modifier (minimum 1).
Consume Spells The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
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Traits
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Magical Lineage(Firesnake): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level
Calistrian Courtesan (Calistria): You worked in one of Calistria's temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (Diplomacy) is always a class skill for you.
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Powerhungry: -2 to will saves if promised power and wealth.
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Feats
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Point Blank Shot, +1 to damage and attack rolls within 30 feat.
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Skills
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Diplomacy +7
Spell Craft +9
Knowledge Arcana +9
Knowledge Planes +9
Knowledge Religion +9
Knowledge Local +9
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Gear
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Dagger x3 (3gp)
Wizard's Kit (21gp)
Grooming Kit (1gp)
Scroll Box (5gp)
Light Crossbow 35gp
50 crossbow bolts 5 gp
Spells Known
Color Spray, Magic Missile, Charm Person, Burning Hands, Mage Armor, Snowball, Reduce Person, Sow Thought.
Morgana was originally named Meelah. She was born into the Lightbringers, a noble family well known for producing clerics and paladins devoted to Iomedae. She had a happy childhood. She and her sister Kayle got along well as children but this would change overtime.
Her sister Kayle was born an aasimar, and her parents gave her all their attention. Meelah, grew jealous at all the attention her sister was receiving. It seemed to her no matter what she did was not good enough it was all about Kayle. This jealousy turned to resentment. At this point Meelah stopped caring what her family thought of her began seeking instead to satisfy her own needs and wants. She began worshiping Calistria instead and sought carnal pleasure to numb the pain. When the Lightbringers learned that Meela turned her back on the Lightbringer way they had no choice but to disown their daughter. Meelah threw away her given name and became Morgana instead. She swore she would return someday and get her revenge.
Morgana honed her arcane talent and went to enact her revenge. This is the last thing she remembers before being summoned mid battle to represent Calistria.
Personality: Morgana is not necessarily cruel or evil, she is just vindictive. She will likely be friendly to others as long as they do not give her a reason not too.She believes those with power should use it however they see fit which went against her families belief that power should be used for the better of others.
Mythic path will most likely be Archmage.

Bobbity |

That's a given though I am glad to see someone else on board. Maybe he could be the new Primus aka Alfred. Rogues have good dex and skelys get a +2 which means he'll be a good archer.

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I'll give some time until tomorrow morning for Prophet. It looks like his drop from Paizo goes for all his aliases and I don't want to keep slashing down players.
We can keep going even if he completely drops. I'm thinking that 3 PCs would make the game go on much faster. What do you guys think? I may have to scale down some encounters though, one of which will happen soon after you're set free.

Bobbity |

Oh crap. The tank is gone. And a really powerful damage dealer. I am going to be practically worthless against undead. I have four bombs per day and a crossbow that I doubt will be able to overcome DR in most situations. Good thing we have our own necromancer.

"Prophet" |

Hey everyone,
Just popping in here to say that I'm sorry for going dark on you all. It's been a rough week, I've been swamped with work at school and everything that goes along with it. Looks like I've been taken out of the game for the moment, and I fully understand that. I'd love to join back in if possible, but if not that's fine--it's not okay to just disappear like I did.
Anyway, just letting you all know that I've had fun in this game so far, and I'd love to get the chance to continue with it.

Loup Blanc |

Hey everybody,
This is a message I'm putting up in most of the games I'm in here on the forums. I feel bad about having to do this, but I'm dropping many of the games I'm in on here--pretty much everything that's been moving at a good clip. Life's become very hectic lately, and I don't see things calming down any time soon. Between everything that's been happening, my focus has been spent elsewhere, and I'm just not able to put in the time and effort to keep up with play-by-post right now.
I've enjoyed all the games I've been in here, and it's a lot of fun. You all put it in a ton of effort and excitement, and I'd love to do the same, but right now I'm not able to do that on a regular basis. It would be unfair of me to keep going dark for days or weeks at a time, but I don't think I'll be able to avoid that for a while, and I need to focus on other things right now. I'm really sorry about having to do this, but life has reared its ugly head, and I hope you all understand.
Again, I've enjoyed my time with you all, and hope that you continue to have great gaming in the future. I look forward to the day when I can return to these boards and join new games, and maybe even play with some of you again. But for now, I have to part ways from you all.
--Loup Blanc

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@Morgana: I wish you luck settling in. RL stuff first! :)
You're next Bobbity! Mwahahaha! ;)
I really hope you make it though... you guys haven't even seen the real surprises yet. The rolls I had against the meat shield were really deadly...
If everyone goes on a full retreat though, Bobbity is most likely out of the game. Although the paralysis will go away soon and he might bomb them to oblivion in a flash.
I've already down-scaled the encounter and don't want to do another GMPC, so I suppose I'll allow for Bobbity to re-create another PC if it gets there.

Bobbity |

Prophet might have a least rolled well against the paralysis. Its only a DC 13. I had 55% chance to make it and failed though. I am not upset at what happened. We are all evil characters and therefore have no reason to help each other but Bobbity has always been one of my favorites. I will be hard pressed to come up with another interesting, evil character if he dies.