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Here's a Human Arcanist (White Mage archetype).

Crunch:

CN Medium Human (Dual Path, +2 INT, +2 CHR)
Arcanist
Deity: Calistria
Init +3, Perception +1
---------------------
DEFENSE
---------------------
AC 13, Touch 13, Flat-footed 10
HP 1 (1d6+1)
Fort +1 Ref +2 Will +2

--------------------
OFFENSE
--------------------
Speed 30 ft.
Ranged light Crossbow +2(1d6/20x2)

----------------------
STATISTICS
-----------------------
STR 9, DEX 14 CON 10, INT 20, WIS 10, CHR 16
Base Attack +0 CMB -1 CMD 11

--------------------------
Special Abilities
--------------------------
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 3 plus 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 3 + 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.

-------------------
Traits
--------------------
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.
-------------------
Feats
-------------------
Point Blank Shot, +1 to damage and attack rolls within 30 feat.

-----------------
Skills
------------------
Diplomacy +8
Sense Motive +5
Spell Craft +9
Knowledge Arcana +9
Knowledge Planes +9
Knowledge Religion +9
Knowledge Local +9

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Gear
------------------
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, Silent Image.

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.

prepared spells
cantrips
Ghost Sound, Daze, Detect Magic Dancing Lights
1st level
Snowball, Silent Image

Fluff:

Her parents gave her sistr Kayle, 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.

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.

Greypiece:

Grey piece is a bronze holy symbol of Calistria.

Slot: Neck
Orison: Enhance Diplomacy

After praying for aid in her quest for revenge against her sister, Morgana's holy symbol began to glow. This power seems to be much as much a hindrance as a boon. It seems the the Savored sting seems to take amusement in its unpredictability.

Whenever Morgana uses her Arcane Reservoir to enhance a a spell or use an Arcane exploit, the pendant begin to glow and effects in it unpredictable ways.

Roll a d8 when using Arcane reservoir.

1. Caster Level -1
2. Caster Level +1
3.-1 to each damage dice
4.+1 to each damage dice
5. -1 to Save DC
6. +1 to Save DC
7. Duration halved (rounded down, min 1 round)
8. Duration doubled.

I was trying to add a wild mage feel with the grey piece.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

After the demon gives the all clear, Morgana beckons the demon forward, and rounds the corner. Morgana then takes a look for herself.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Abyssal:

[b]Down the hallway to the right.[b]

Morgana walks down towards the hall to the right and will first serach t he dead captain's body for anything useful.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

A dretch demon slowly climbs out of the pool. Morgana turns to the pudgy demon.

Abyssal:

Come take out your anger and frustration on the undead.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana pulls out her dagger and makes a shallow slice across her palm and lets the blood drop into the pool.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Now let me take a look.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge Religion: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17

Can I Assume Morgana knows Calistria's symbol?


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

STR: 1d20 ⇒ 20


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

to spot Bobbity trying to shove Morgana.?
perception: 1d20 + 1 ⇒ (4) + 1 = 5
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15

What the hell are you thinking?


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana enters the monastery and move towards the pool.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana remembering that the pool was magical, Let us go back inside. That pool was giving off some faint magic. I would like to investigate it further.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

The Captain fell to the undead. What should we do now? We return to town without the captain, unless we can bring back the head of the necromancer and try convincing the townsfolk of the truth.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Disrupt Undead: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm: 1d20 + 4 ⇒ (5) + 4 = 9

Damage: 1d6 + 1 ⇒ (3) + 1 = 4

After the last ghoul has been properly blasted, Morgana turns to Bobbity.
Let go find Ilya. W need to figure out what we need to from heree.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Hmm having the city guard forever in your debt, could prove uselfull in the future.

Morgana casts Cure Light wounds on The captain.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Of course its a on hopefully he can stay alive for another round


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Just realized I could have used my chaos point for additional action to drag Bobbity to safety


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I should have at least bought enough time for you to flee I also forgot to add bonus from Bless


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

sorry jetlag kicked my ass. The 4th was a long day literally. i was up for 32 hour straight all of which were on the 4th.

1. Morgana stays, 2 Morgana continues to fight
1d2 ⇒ 2

Morgana fires off another ray at the ghoul right by the captain.

Disrupt Dead: 1d20 ⇒ 8
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Morgana uses her chaos point to add a luck bonus to her attack roll


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana fires off another ray before retreating towards the entrance.
Disrupt Undead: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Sorry for the lack of posts. Just got back to States from a deployment from Afghanistan. Stil not quite home but now at least I have 3G.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Sport I am not able to get Internet reliably. Might be Few days until I do.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Can't open map. Morgana will stay behind the captain if possible and will target any undead within 30 feet.

disrupt undead: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
damage: 1d6 + 1 ⇒ (5) + 1 = 6


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana enters the Monastary and casts Detect Magic.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8

Morgana realizes Bobbity is trying to start a fire, but has no desire to stop him. She will instead stand behind the Captain Evhan should any wildlife begin attacking.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana turns to Bobbity.

It would be best if we let them be. We not set up to handle swarms of birds. I would rather save my spells for the undead. Do as you want but keep me out of it.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

After preparing her spells and tidying her self up , Morgana will join up with the rest of the group

Sorry for the delay was just just freshening up a little. Are we ready to go?


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I am was going to give prophet a chance to talk to the captain.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

1000 gold each, this necromancer must be causing quite a few problems.

I will be ready just give me an hour or so to prepare my spells

Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19

Morgana tries to get a read on how attracted the Captain is to her.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Spoiler:
I am Morgana. I do not know how I got in the caverns. All I know is I awoke in the caverns after receiving a dream from Calistria. I Believe the same is true for my companions.

As for why I am with a necromancer, he seems to have been chosen just like the rest of my group, and when we were ambushed by earth elementals, we took all the help we could get.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana will hold her hands up.

I mean you no harm. Please let us pass undisturbed.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

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.

Spoiler:

CN Medium Human (Dual Path, +2 INT, +2 CHR)
Arcanist
Deity: Calistria
Init +3, Perception +1

---------------------
DEFENSE
---------------------

AC 13, Touch 13, Flat-footed 10
HP 8 (1d6+2)
Fort +1 Ref +3 Will +3

--------------------
OFFENSE
--------------------

Speed 30 ft.
Ranged light Crossbow +3(1d6/20x2)
Melee Dagger +0(1d4/19-20x2)

----------------------
STATISTICS
-----------------------

11 STR, 17 DEX, 13 CON, 20 INT, 13 WIS, 17 CHR
Base Attack +0 CMB +0 CMD 13

--------------------------
Special Abilities
--------------------------

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.

-------------------
Traits
--------------------

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.
-------------------
Feats
-------------------

Point Blank Shot, +1 to damage and attack rolls within 30 feat.

-----------------
Skills
------------------

Diplomacy +7
Spell Craft +9
Knowledge Arcana +9
Knowledge Planes +9
Knowledge Religion +9
Knowledge Local +9

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Gear
------------------

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.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I was chosen by Calistria, it appears we have been chosen by various deities. For what end. is still not clear to me.

Morgana turns to Bobbity
Enjoying the view are we?

[i]Been a while since I had a halfling. They do try so hard, but alas their size is lacking[/b]


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana will take a seat near the elf.

If you could take us to the nearest village, we would most appreciate it.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

There is no need for violence or threats he is willing to get us away from here.

Morgana walks closer to the boat.

Please excuse the others. We do need to hurry though. We would much appreciate if you would get us out of here.

Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

We should not dally here. It seems we can not hide from these things. They are slow but are not slowed down the terrain much.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

What's going on? i hear clattering of steel?

Morgana casts Dancing Light and surveys the room.

I should have mentioned, Earth elementals can move through cavern walls.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I am. Just morgana pretty much cant do anything but followthose that can see.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana will follow, remaining silent to be able to better hear what is going on.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I am thinking of taking the white mage archetype, I mean being chosen to be Calistria champion would qualify having been touched power by divine power, Just doesn't seem like cure spells would be Calistria's thing.

it either going to be white mage or elemental master archetype.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana will remain silent and listen for anything that approaches th rest of the group.

perception: 1d20 + 1 ⇒ (3) + 1 = 4


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

These elementals have not been graced with speed. We should be able to outrun them with some ease, but we should not dally


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

I suggest we run, I do not believe I can muster enough magic to handle all these elementals.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana, roughly average hight for a human female, slings her crossbow and dusts her self off. She is fairly well groomd and her vibrant red hair comes just past her shoulders. She is lightly clothed with a skirt that comes down her knees and top reveals her midriff and scarcley covers her bosom.

Greetings, it is a pleasure to make you acquaintance. I represent the Lady in the Room, Calistria. Right now I believe we are but pawns in a larger game. I think our first order of business should be to find a way out of here and learn what exactly we are here for.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana hustles over to Maxson and casts Infernal Wounds.

Make them share in your torment


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

How does this thing work, I am feeling a little fuzzy from that sleep. Aim and pull the trigger right?

While she tries to recall how to use a crossbow, Morgana accidently pulls the trigger before aiming. The bolt completely misses the elemental and clatters off the cavern walls, echoing eeirly.
Light Crossbow: 1d20 ⇒ 1
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Morgana scrambles to reload the crossbow. I think I understand how to use this now.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Morgana moves in a little closer but still keeps here distance as she readies her crossbow.

Hopefully, these others have more information or at the very least know the way out of here.


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

Ice begins to coalesce on Morgana's finger tips, growing larger until the ice launches it self towards the elemental. Morgana takes a step back hoping to keep as much distance as possible between her and the elemental.

DC 13 Fort save to negate Stagger
Ice Missile vs touch AC: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

"I see finding my way is not going to be as easy as following directions from this orb. If this was simple, I suppose anyone could have been chosen.

Morgana will continue moving forward taking the next available left turn.

1d100 ⇒ 36


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

"Finally, free from that slumber. I remember just i was just about to exact my revenge, then nothingness."
Morgana examines her surroundings but she is unable to discern where she is or where she should go. She however does see a symbol with three daggers within a circle pointing outward.

Calistria, you are a tricky one. I suppose we should bring some pain and suffering to those fools who think they can decide how we should live our lives. Now where are the others. Need to finish this task, if I want my revenge.

Morgana exits the chamber and heads to the right.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17
1d100 ⇒ 73

Standard action Consume Spell to add a point to her Arcane Reservoir


Arcanist 1 | HP 8/8 | AC 13, T 13, FF13 | CMD 13 | Fort +1. Ref +3, Will +3| Init +3| Perception +1
Spoiler:
Arcane Reservoir 2/4 | Spells 1 3/4 | Bolts 50

That's her sister Kayle, So they share a similar background just on different sides.


Group: Chaos
Name: Morgana
Diety: Calistria
Class Arcanist
Alignment: Chaotic Nuetral
Mythic Path: Archmage

Crunch:

CN Medium Human (Dual Path, +2 INT, +2 CHR)
Arcanist
Deity: Calistria
Init +3, Perception +1

---------------------
DEFENSE
---------------------

AC 13, Touch 13, Flat-footed 10
HP 8 (1d6+2)
Fort +1 Ref +3 Will +3

--------------------
OFFENSE
--------------------

Speed 30 ft.
Ranged Crossbow +3(1d8/20x2)
Melee Dagger +0(1d4/19-20x2)

----------------------
STATISTICS
-----------------------

11 STR, 17 DEX, 13 CON, 20 INT, 13 WIS, 17 CHR
Base Attack +0 CMB +0 CMD 13

--------------------------
Special Abilities
--------------------------

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:[b]
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.

[b]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.

Ice Missile (Su): The arcanist can create missile made of freezing ice by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of cold damage plus 1d4 points of cold damage for every two arcanist levels beyond first (to a maximum of 10d4 at 19th level). In addition, the target is staggered for
1 round. The target can attempt a Fortitude saving throw to negate the staggered condition.

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
--------------------

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.
-------------------
Feats
-------------------

Point Blank Shot, +1 to damage and attack rolls within 30 feat.

-----------------
Skills
------------------

Diplomacy +7
Spell Craft +9
Knowledge Arcana +9
Knowledge Planes +9
Knowledge Religion +9
Knowledge Local +9

------------------
Gear
------------------

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, Magic Armor, Shield, Protection Vs Law, Sow Thought.

Background/Personality:

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.

Physical description: Morgana stands 5'6" and 115 pounds, Her vibrant red hair barely extends past her shoulders. Morgana is well groomed and cleaned. Morgan is typically scantily clad and dressed to show here figure.

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.


Still debatting between arcanist and sorcerer, going to be on side of chaos and deity is calistria.

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