Full Name |
Pai Song |
Classes/Levels |
Init +3 | Senses darkvision 60 ft. | Perception +4 |
Gender |
AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | |
About Pai Song
Pai Song Sorceress
Sylph arcanist 1/sorcerer (crossblooded) 1 (Pathfinder Player Companion: Blood of Ancients 26, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 2 258, Pathfinder RPG Ultimate Magic 69)
CN Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 17 (2d6+5)
Fort +2, Ref +3, Will +2; +2 vs. [air] or [electricity] spells, or electricity damage
Resist sonic 5
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Offense
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Speed 35 ft.
Melee dagger +3 (1d4-1/19-20) or
. . hanbo +3 (1d6-1)
Special Attacks arcane reservoir (1/4), arcanist exploit (bloodline development[ACG]), consume spells
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—color spray (DC 16), feather fall, infernal healing[ISWG], shocking grasp, touch of the sea[APG] (DC 16), windy escape[ARG]
. . 0 (at will)—detect magic, mage hand, mending, open/close (DC 15), ray of frost
. . Bloodline Draconic, Elemental (air)
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st (5/day)—burning hands (DC 16), grease, unseen servant
. . 0 (at will)—daze (DC 14), ghost sound (DC 14), message, prestidigitation
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Statistics
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Str 8, Dex 16, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +3; CMD 12 (10 vs. dirty trick)
Feats Agile Maneuvers, Airy Step[ARG], Eschew Materials, Spell Focus (evocation)
Traits aeromantic affinity, ancient explorer, bruising intellect, cunning liar (any city)
Skills Acrobatics +7, Appraise +8, Bluff +8, Climb +3, Diplomacy +8, Intimidate +8, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +8, Perception +4, Profession (sailor) +4, Spellcraft +8, Stealth +7, Swim +3; Racial Modifiers +4 Stealth
Languages Aquan, Auran, Common, Cyclops, Ignan, Polyglot
SQ air affinity, air mastery, bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), finesse weapon attack attribute, hero points, mostly human, naive, weather savvy[ARG]
Combat Gear liquid ice[APG]; Other Gear dagger, hanbo, arcanist starting spellbook, backpack, bandolier[UE], belt pouch, flotation device, pirate clothes, spell component pouch, swim fins, 67 gp, 3 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster leve
Air Mastery +2 CL or +2 DC (Su) For air, cold, electricity, or sonic spell, use arcane reservoir to increase CL by +2 or DC by +2.
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
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.
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Bloodline Development Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Naive -2 to AC vs. improvised weapons.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Weather Savvy You can predict the weather for the next 24 hours.