GM Pox's Carnival of Tears

Game Master WerePox47


Party Initiative

[dice=Danika]1d20+5[/dice]
[dice=Daphne]1d20+5[/dice]
[dice=Halmier]1d20+2[/dice]
[dice=Harb]1d20+5[/dice]
[dice=Wreck]1d20[/dice]

Virtue Points 10

Danika:

Female human (Keleshite) arcanist 7 ( Pathfinder RPG Advanced Class Guide 8)
LN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)
hp 57 (7d6+21)
Fort +7, Ref +5, Will +8; +1 vs. fire damage
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Offense
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Speed 30 ft.
Melee quarterstaff +3 (1d6)
Special Attacks arcane reservoir (4/10), arcanist exploits (acid jet ACG, bloodline development ACG, lightning
lanceACG, potent magic ACG), consume spells
Bloodline Spell-Like Abilities (CL 7th; concentration +14)
4/day—elemental ray (1d6 acid)
Arcanist Spells Prepared (CL 7th; concentration +14)
3rd—fireball (DC 19), fly
2nd—acid arrow , burning arc (DC 18), mirror image
1st—mage armor , magic missile , obscuring mist , ray of sickening UM (DC 16), snowball (DC 16)
0 (at will)— acid splash , breezeUM, detect magic , flare (DC 16), open/close (DC 15), prestidigitation,
read magic
Bloodline Elemental
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Statistics
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Str 10, Dex 12, Con 14, Int 20, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats City Born - Magnimar, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Spell
Focus (evocation)
Traits focused mind, walking ward
Skills Craft (alchemy) +12, Diplomacy +10, Fly +11, Knowledge (arcana) +15, Knowledge (dungeoneering)
+9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local)
+9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9,
Perception +8, Sense Motive +6, Spellcraft +15, Use Magic Device +6
Languages Azlanti, Common, Dtang, Elven, Kelish, Osiriani, Vudrani
SQ bloodline (elemental), hero points
Combat Gear elemental metamagic rod (lesser, acid) APG, potion of cure light wounds (2), wand of acid
arrow; Other Gear quarterstaff, amulet of natural armor +1 , cloak of resistance +1 , handy haversack ,
headband of mental prowess +2 (Int, Wis) , ring of protection +1 , bedroll, flint and steel, ink, inkpen, soap,
spell component pouch, trail rations (5), waterskin, 383 gp, 1 sp
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Special Abilities
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Acid Jet (4d6+1 acid damage, DC 14) (Su) Use 1 reservoir, touch att deals acid dam & sicken 1d4 rd
vs. foe in 30 ft (Fort part).
Arcane Reservoir +2 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL
or DC while cast spell.
Bloodline Development (1 round) Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane
reservoir.
Elemental Ray (1d6 acid, 4/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lightning Lance (4d6+1 electricity damage, DC 14) (Su) Use 1 reservoir, touch att deals elec dam & all foes are concealed 1 rd vs. foe in 30 ft (Fort part).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.