Witch

Declan Darksky's page

221 posts. Organized Play character for Dax Thura.


Classes/Levels

1/2 Elf Arcanist 1/Rogue (Unchained) 3| AC 19, FF 15, T 14| HP 26/26| F +2 R +6 W +4; +2 v ench| Perception +10| Arc Res. 3/4 Spells Lvl 1: 2/3; Cantrip: 4/at will

About Declan Darksky

Declan Darksky
Male half-elf arcanist 1/unchained rogue 3 (Pathfinder RPG Advanced Class Guide 8, Pathfinder Unchained 20)
N Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +10
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 26 (4 HD; 1d6+3d8+4)
Fort +2, Ref +6, Will +4; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 short sword +6 (1d6+4/19-20) or
. . sap +5 (1d6+1 nonlethal)
Ranged composite shortbow +5 (1d6+1/×3)
Special Attacks arcane reservoir (1/4), arcanist exploit (see magic[ACG]), consume spells, sneak attack (unchained) +2d6
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 16, Con 12, Int 16, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 17
Feats Arcane Armor Training, Dodge, Improved Initiative, Skill Focus (Disable Device), Weapon Finesse
Traits magical knack, vagabond child (urban)
Skills Acrobatics +9, Appraise +8, Climb +6, Diplomacy +7, Disable Device +16, Escape Artist +9, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (planes) +7, Knowledge (religion) +7, Perception +10, Spellcraft +8, Stealth +10, Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Infernal, Thassilonian
SQ elf blood, rogue talent (combat trick), trapfinding +1
Combat Gear adamantine arrows (12), arrows (24), cold iron arrows (12), potion of invisibility (2), silversheen arrows (12), wand of cure light wounds (44 charges); Other Gear +1 mithral chain shirt, +1 short sword, composite shortbow (+1 Str), sap, efficient quiver, adventurer's sash, candle (4), chalk (2), crowbar, flint and steel, masterwork thieves' tools, silk rope (50 ft.), spell component pouch, spellbook, waterskin, 1,504 gp, 3 sp, 4 cp
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Tracked Resources
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Adamantine arrows - 0/12
Arcane Reservoir +1 DC or CL (4/day) (Su) - 0/4
Arrows - 0/24
Cold iron arrows - 0/12
Consume Spells (1/day) (Su) - 0/1
Detect Magic (At will) - 0/0
Potion of invisibility - 0/2
Silversheen arrows - 0/12
Wand of cure light wounds (44 charges) - 0/44
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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.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
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) +2d6 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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== Debt to the Scarred Sage: As a representative of the Jeweled Sages, you promised that Grandmaster Torch would be welcome to participate in confronting any threat to the organization. Whether this is ultimately to your benefit or not remains to be seen.
== [ ] Tapestry Traveler (Grand Lodge): In recognition of your detailed reports about Naldak’s descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose to permanently change one of his favored terrains to the Hao Jin tapestry. When you use this boon cross it off your Chronicle sheet.
== [ ] Warm Friend in a Cold Land: you have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.

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DICE
[dice=Initiative]1d20+7[/dice]

[dice=Perception]1d20+10[/dice]

[dice=Disable Device]1d20+16[/dice]

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

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

[dice=Stealth]1d20+10[/dice]

[dice=Use Magic Device]1d20+8[/dice]

[dice=Sneak Attack]2d6[/dice]

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

Shortsword +1:
[dice=To Hit]1d20+6[/dice] [dice=To Hurt]1d6+4[/dice]

Comp Shortbow
[dice=To Hit]1d20+5[/dice] [dice=To Hurt]1d6+1[/dice]

Disrupt Undead: RTouch
[dice=To Hit]1d20+5[/dice] [dice=To Hurt]1d6[/dice]