Darius Orion's page

131 posts. Alias of Feral.


About Darius Orion

Darius
Daemon-spawn tiefling arcanist (school savant) 3
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 14, touch 14, flat-footed 10 (+4 dexterity)
hp 20 (3d6+6)
Fort +3, Ref +6, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—death knell (DC 10)
Arcanist (School Savant) Spells Prepared (CL 3rd; concentration +7)
. . 1st—burning hands (DC 15), feather fall, grease, mage armor
. . 0 (at will)—daze (DC 14), detect magic, scrivener's chant, read magic
. . Opposition Schools Enchantment, Illusion
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Statistics
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Str 10, Dex 18, Con 13, Int 18, Wis 8, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG]
Traits criminal, prolong magic, vagabond child (urban)
Skills Disable Device +15, Knowledge (arcana) +10, Knowledge (engineering) +8, Knowledge (history) +10, Knowledge (planes) +10, Linguistics +8, Perception +1, Sense Motive +1, Sleight of Hand +16, Spellcraft +8
Languages Abyssal, Common, Osiriani
SQ arcane reservoir, arcanist exploit (familiar, potent magic), augment, consume spells, opposition school (enchantment, illusion), physical enhancement (+1), prehensile tail, specialized school (enhancement)
Combat Gear wand of infernal healing (43 charges); Other Gear cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, thieves' tools, masterwork, torch (10), trail rations (5), waterskin
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Special Abilities
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Arcane Reservoir +2 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment (+2 ability or +1 AC, 1 rds, 7/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Consume Spells (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 vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enhancement Associated School: Transmutation
Familiar Bonus: +3 to Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prolong Magic Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Wand of infernal healing (43 charges) Add this item to create a wand of a chosen spell.

Boots
Raccoon (Pathfinder RPG Bestiary 3 113)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +3
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Defense
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AC 17, touch 14, flat-footed 15 (+2 dexterity, +3 natural, +2 size)
hp 10 (1d8)
Fort +2, Ref +4, Will +6
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 8, Dex 15, Con 11, Int 7, Wis 16, Cha 5
Base Atk +1; CMB +1; CMD 10 (14 vs. trip)
Feats Spell Sponge
Skills Climb +10, Disable Device +3, Linguistics -1, Sleight of Hand +5, Spellcraft -1
SQ improved evasion
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.