Thuvian Alchemist

Natalie al Hurra's page

154 posts. Alias of ginganinja.


Full Name

Natalie al Hurra

Race

Human

Classes/Levels

Arcanist 9

Gender

Female

Size

5'5

Age

21

Alignment

CN

Deity

Besmara

Strength 7
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 12
Charisma 12

About Natalie al Hurra

Natalie al Hurra Crunch:

Natalie al Hurra
Female human arcanist (school savant) 9 (Pathfinder RPG Advanced Class Guide 8, 78)
CN Medium humanoid (human)
Init +8; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +1 natural, +2 shield)
hp 65 (9d6+27)
Fort +4, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor); shift
Special Attacks arcane reservoir (5/12), arcanist exploits (dimensional slide[ACG], familiar[ACG], lepidstadt shifter, potent magic[ACG]), consume spells
Arcane School Spell-Like Abilities (CL 9th; concentration +16)
At will—dimensional steps (270 feet/day)
Arcanist (School Savant) Spells Prepared (CL 9th; concentration +16)
4th—beast shape II, black tentacles, emergency force sphere
3rd—aqueous orb[APG] (DC 20), fireball (DC 20), fly, slow (DC 20)
2nd—burst of radiance (DC 19), false life, glitterdust (DC 19), mirror image, scorching ray
1st—alter winds[APG] (DC 18), mage armor, magic missile, silent image (DC 18), snowball (DC 18), vanish[APG] (DC 18)
0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation
Opposition Schools Abjuration, Divination
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 25, Wis 12, Cha 12
Base Atk +4; CMB +2; CMD 14
Feats Alertness, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Improved Familiar, Improved Initiative, Spell Penetration, Toughness
Traits brevoy bandit (mivon), reactionary
Skills Acrobatics -1 (-5 to jump), Fly +11, Knowledge (arcana) +19, Knowledge (geography) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +3, Profession (sailor) +20, Sense Motive +3, Spellcraft +19, Use Magic Device +13
Languages Aboleth, Aklo, Aquan, Auran, Common, Cyclops, Polyglot, Undercommon
SQ opposition schools (abjuration, divination), specialized school (teleportation[APG]), summoner's charm (4 rounds)
Other Gear amulet of natural armor +1, headband of vast intelligence +4, ring of force shield, 2,150 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Reservoir +2 DC or CL (12/day) (Su) Pool of points fuel exploits, or can expend to add +2 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.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (90 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Dimensional Steps (54 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Lepidstadt Shifter (Su) Expend 1 Arc. Res. to cast a spell while polymorphed.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (20 feet, 10/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Marina (Familiar):

Marina
Female tidepool dragon
CN Tiny dragon (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 18 (+1 Dex, +6 natural, +2 size)
hp 29 (4d12+4)
Fort +5, Ref +7, Will +8
Immune paralysis, sleep
--------------------
Offense
--------------------
Speed 10 ft., fly 30 ft. (average), swim 60 ft.
Melee bite +6 (1d3), 2 claws +6 (1d3)
Space 2½ ft.; Reach 0 ft.
Special Attacks attach, breath weapon
Spell-Like Abilities (CL 4th; concentration +6)
3/day—freedom of movement (self only)
Sorcerer Spells Known (CL 4th; concentration +6)
2nd (4/day)—see invisibility
1st (7/day)—mage armor, magic missile, shield
0 (at will)—dancing lights, detect magic, mage hand, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 11, Dex 13, Con 13, Int 16, Wis 14, Cha 14
Base Atk +4; CMB +3; CMD 13
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +1 (-7 to jump), Bluff +9, Diplomacy +9, Fly +12, Knowledge (arcana) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nature) +10, Knowledge (planes) +14, Knowledge (religion) +14, Perception +9, Profession (sailor) +10, Spellcraft +14, Stealth +16, Survival +9, Swim +16, Use Magic Device +13
Languages Auran, Common, Draconic, Infernal, Undercommon
SQ amphibious, improved evasion
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Attach (grab) (Ex) If you hit with the listed attack, you can latch on to your opponent.
Breath Weapon (5-ft. line, 2d6 fire, usable every 1d4 rounds, DC 13) (Su) Affect a cone or line with some magical effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (30 feet, Average) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Swimming (60 feet) You have a Swim speed.

Spellbook Spells:

Spellbook Spells
1st Level: Alter Winds, Anticipate Peril, Blood Money, Burning Hands, Color Spray, Enlarge Person, Grease, Heightened Awareness, Mage Armor, Magic Missile, Mount, Ray of Enfeeblement, Silent Image, Snowball, True Strike, Unseen Servant, Vanish,
2nd Level: Burst of Radiance, False Life, Fog Cloud, Glitterdust, Gust of Wind, Invisibility, Knock, Mirror Image, Rope Trick, Scorching Ray, See Invisibility, Web
3rd Level: Aqueous Orb, Haste, Heroism, Invisibility Sphere, Mad Monkeys, Major Image, Slow, Stinking Cloud, Vampiric Touch
4th Level: Black Tentacles, Emergency Force Sphere, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Wall of Fire
5th Level: Mirage Arcana, Overland Flight