Prig

*Sombra's page

277 posts. Organized Play character for Shadow Dragon.


Full Name

Sombra

Race

Wayang N Arcanist 2 | HP 16 / 16 | AC 14 / 14 T / 11 FF | CMD 12 | Fort + 2, Ref + 3, Will + 2

Classes/Levels

Init + 5 | Perception + 3 (60' Darkvision) | Speed 20 ft. | Conditions: None | Arcane Reservoir: 5/5 | Spells: 1st Level (4/4)

Gender

Male

Size

Small; 3'6", 38 lbs.

Age

48

Special Abilities

Spells, Arcane Reservoir, Arcanist Exploits, Cantrips, Consume Spells

Alignment

Neutral

Location

Absalom

Languages

Common, Wayang, Draconic, Infernal, Goblin

Occupation

Arcane Resarcher

Strength 8
Dexterity 16
Constitution 14
Intelligence 17
Wisdom 8
Charisma 14

About *Sombra

About Sombra

Sombra
Male wayang Arcanist 2
N small humanoid (wayang)
Init + 5; Senses: Perception + 3 (60' darkvision)

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Defense

AC 14, touch 14, flat-footed 11 (+ 3 Dex, + 1 size)
HP 16 (2d6+4+2)
Fort + 2, Reflex + 3, Will + 2

BAB = + 1 CMB = -1 CMD = 12

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Offense

Speed 20 ft.

Melee
Dagger (+ 1 to hit, - 1 to damage, 1d3/19-20 x2) deals P or S damage
Mace, light (+ 1 to hit, - 1 to damage, 1d4/x2) deals B damage

Ranged
Dagger (+ 5 to hit, - 1 to damage, 1d3/19-20x2) deals P damage
Crossbow, light ( +5 to hit, + 0 to damage, 1d6/19-20x2) deals P damage
Bolts, crossbow (10)

Space: 5 ft.; Reach: 5 ft.

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Skills

Linguistics 7 (1 rank + 3 Int + 3 class skill)
Knowledge (Arcana) 7 (1 rank + 3 Int + 3 class skill)
Knowledge (Nature) 7 (1 rank + 3 Int + 3 class skill)
Knowledge (Planes) 7 (1 rank + 3 Int + 3 class skill)
Perception 3 (2 ranks - 1 Wis + 2 racial)
Spellcraft 8 (2 ranks + 3 Int + 3 class skill)
Stealth 15 (2 ranks + 3 Dex + 3 class skill + 1 trait + 2 racial + 4 size)

Languages: Common, Wayang, Draconic, Infernal, Goblin, Tian

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Wayang Racial Traits:

+ 2 Dexterity, + 2 Intelligence, - 2 Wisdom: Wayangs are nimble and cagey, but their perception of the world is clouded by shadows.

Wayang: Wayangs are humanoids with the wayang subtype.

Small: Wayangs are Small creatures and gain a + 1 size bonus to their AC, a + 1 size bonus on attack rolls, a – 1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Wayangs have a base speed of 20 feet.

Shadow Resistance: Wayangs get a + 2 racial bonus on saving throws against spells of the shadow subschool.

Lurker: Wayangs gain a + 2 racial bonus on Perception and Stealth checks.

Darkvision: Wayangs can see in the dark up to 60 feet.

Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following languages: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.

Alternate Racial Trait
Dissolution’s Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.

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Traits:

Highlander (Region): You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Reactionary (Basic/Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Extra Arcanist Exploit (1st Level)
Exploit Selected: Potent Magic

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Arcanist Class Features:

Class Skills: The Arcanist's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill points at each level: 2 + Int modifier.

Weapon and Armor Proficiencies: Weapon and Armor Proficiencies: 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).

Spell Casting
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. 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 consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots 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’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s 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: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist 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: Arcanist Spells Prepared. 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 instead affect the number of spells an 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 and refreshes her available spell slots for the day.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

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 wizards‘ or other arcanists’ spellbooks to her own.

Cantrips
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Reservoir (Su)
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 a maximum amount of magical energy equal to 3 + 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. 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 than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 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 spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. 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 2 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 saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

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Arcanist Exploits:

Quick Study (Ex) (1st Level)
Strength: Normal
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Potent Magic (Su) (1st Level Feat)
Strength: Normal
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Arcane Reservoir:
: 4 points

Spells:

0 Level 5 spells prepared
Disrupt Undead
Detect Magic
Read Magic
Acid Splash
Prestidigitation

1st Level 2 spells prepared, 4 spells per day
Burning Hands
Mage Armor

Spellbook:

All 0 Level Spells

1st Level Spells:
Color Spray
Mage Armor
Shield
Magic Missile
Identify
Burning Hands
Expeditious Retreat
Monkey Fish
Comprehend Languages
Snowball
Secluded Grimoire
Grease
Feather Fall
Protection from Evil
Touch of the Sea

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Item Tracking Sheet:

Crossbow, light
Bolts (10)
Masterwork Backpack

Mundane Gear:

Explorer's Outfit
Dagger [2]
Mace, light
Bolts, crossbow (10)
Bedroll
Blanket
Soap [2]
Rope, silk (50 ft.)
Whetstone
Rations, trail [6]
Backpack, common
Canteen
Pouch, belt
Bandolier
Sack [2]
Box, scroll
Ink
Inkpen [2]
Parchment [5]
Spellbook
Pouch, spell components [2]
Hammer
Piton [2]
Chalk [5]
Kit, grooming
Crowbar
Hook, grappling, common
Poncho
Candle [10]
Flint & steel
Torch [2]
Journal
Pitons [2]
Waterproof Bag
Wrist sheath (spring loaded)

Alchemical Items:

Acid (flask)
Alchemical Fire (flask) [2]
Tindertwig [2]

Magic Items:

Scroll of Shield [3]
Scroll of Mage Armor [2]
Scroll of Expeditious Retreat [2]
Scroll of Comprehend Languages [2]
Scroll of Monkey Fish
Scroll of Identify
Potion of Cure Light Wounds
Scroll of Secluded Grimoire [2]
Scroll of Ant Haul
Scroll of Air Bubble
Scroll of Magic Weapon
Scroll of Protection from Evil
Scroll of Touch of the Sea
Scroll of Unseen Servant
Scroll of Endure Elements

Wand of Magic Missile (CL 1) [49 charges]
Wand of Cure Light Wounds (CL 1) [50 charges]

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Sombra's Boons:

Pathfinder Society Scenario #5-08: 'The Confirmation'

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle Sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name – such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item – would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.