Witch

Declan Darksky's page

166 posts. Organized Play character for Dax Thura.


Classes/Levels

1/2 Elf Arcanist 1/Rogue (Unchained) 2| AC 18, FF 15, T 13| HP 20/20| F +1 R +5 W +3; +2 v ench| Perception +9| Spells Lvl 1: 0/3; Cantrip: 4/at will

About Declan Darksky

Declan Darksky
Male half-elf arcanist 1/unchained rogue 2 (Pathfinder RPG Advanced Class Guide 8, Pathfinder Unchained 20)
N Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 20 (3 HD; 1d6+2d8+3)
Fort +1, Ref +5, Will +3; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or
. . short sword +3 (1d6+1/19-20)
Ranged composite shortbow +3 (1d6+1/×3)
Special Attacks arcane reservoir (1/4), arcanist exploit (see magic[ACG]), consume spells, sneak attack (unchained) +1d6
Arcanist Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect magic
Arcanist Spells Prepared (CL 3rd; concentration +6)
. . 1st (3/day)—color spray (DC 14), vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, disrupt undead, open/close (DC 13), read magic
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Statistics
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Str 12, Dex 15, Con 12, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Arcane Armor Training, Dodge, Improved Initiative, Skill Focus (Disable Device), Weapon Finesse
Traits magical knack, vagabond child (urban)
Skills Acrobatics +7, Appraise +7, Climb +5, Diplomacy +6, Disable Device +14, Escape Artist +7, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9, Spellcraft +7, Stealth +8, Swim +5, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Infernal, Thassilonian
SQ elf blood, rogue talent (combat trick), trapfinding +1
Combat Gear wand of cure light wounds (50 charges); Other Gear mithral chain shirt, composite shortbow (+1 Str), sap, short sword, adventurer's sash, candle (4), chalk (2), crowbar, flint and steel, masterwork thieves' tools, silk rope (50 ft.), spell component pouch, spellbook, waterskin, 1,426 gp, 9 sp, 4 cp
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Tracked Resources
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Arcane Reservoir +1 DC or CL (4/day) (Su) - 0/4
Consume Spells (1/day) (Su) - 0/1
Detect Magic (At will) - 0/0
Wand of cure light wounds (50 charges) - 6/50
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 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.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
See Magic (Su) Can detect magic at will. Use 1 reservoir to skip exam time for 1 min.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Backstory:
Declan grew up on the streets of Magnimar. His pilfering hands and easy con was a major reason why his gang was as successful as it was. In time he came to the attention of the local thieves' guild and was given a test to initiate him. Declan had successfully broken in and retrieved the item he was sent for, along with a few other choice items. On his way out, though, Declan felt he was being watched. For an hour Declan tried to shake the man, but couldn't. Eventually, the man came to Declan and made him an offer. Rather than a life of petty theft and crime, he could have a life of travel and adventure. He only thoght about it for a moment and hasn't regretted it one day since.

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Spellbook:
*Lvl 1: Color Spray, Magic Missile, Protection from Evil, Shield, Shocking Grasp, Vanish
*Cantrip: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
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GM Credit Scenarios: 05, 06, 07

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DICE
[dice=Initiative]1d20+6[/dice]

[dice=Perception]1d20+9[/dice]

[dice=Disable Device]1d20+14[/dice]

[dice=Diplomacy]1d20+6[/dice]

[dice=Spellcraft]1d20+7[/dice]

[dice=Stealth]1d20+8[/dice]

[dice=Use Magic Device]1d20+7[/dice]

[dice=Sneak Attack]1d6[/dice]

[dice=Wand of Cure Light Wounds]1d8+1[/dice]

Shortsword:
[dice=To Hit]1d20+3[/dice] [dice=To Hurt]1d6+1[/dice]

Comp Shortbow
[dice=To Hit]1d20+3[/dice] [dice=To Hurt]1d6+1[/dice]

Disrupt Undead: RTouch
[dice=To Hit]1d20+3[/dice] [dice=To Hurt]1d6[/dice]