Xan Kahlan the Sineater's page

3 posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).

About Xan Kahlan the Sineater

Xan Kahlan the Sineater
Male human (Varisian) bloatmage 1/evoker 5 (Thassilonian Specialist)
NG Medium humanoid (human)
Init +2; Senses Perception +10
AC 15, touch 14, flat-footed 13 (+1 armor, +2 deflection, +2 Dex)
hp 35 (6d6+9) (currently 14)
Fort +2, Ref +3, Will +6
Speed 30 ft. (20 ft. in armor)
Melee melee touch attack +1 (varies by spell/ability) or
. . dagger +1 (1d4-1/19-20) or
. . mwk quarterstaff +2 (1d6-1)
Ranged ranged touch attack +4 (varies by spell/ability)
Special Attacks intense spells (+2 damage)
Spell-Like Abilities (CL 6th; concentration +5)
. . 3/day—dancing lights
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—force missile (1d4+2)
Evoker Spells Prepared (CL 6th; concentration +11)
. . 3rd—displacement, fireball (2, DC 19), fly, lightning bolt (DC 19)
. . 2nd—blur, fire breath[APG] (DC 18), mirror image, molten orb[ACG], scorching ray (2)
. . 1st—burning hands (DC 17), ear-piercing scream[UM] (DC 17), expeditious retreat, hydraulic push[APG], magic missile (2), vanish[APG] (DC 16)
. . 0 (at will)—detect magic, disrupt undead, prestidigitation, read magic
Str 9, Dex 14, Con 13, Int 20, Wis 12, Cha 8
Base Atk +2; CMB +1; CMD 15
Feats Bloatmage Initiate, Creative Destruction, Eschew Materials, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magic is life, seeker
Skills Acrobatics -1 (-5 to jump), Craft (tattoo) +10, Fly +8, Heal +5, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +14, Perception +10, Spellcraft +14, Survival +1 (+3 to avoid becoming lost), Use Magic Device +5
Languages Ancient Osiriani, Azlanti, Common, Draconic, Jistka, Kelish, Osiriani, Tengu, Thassilonian, Tien, Varisian, Vudrani
SQ arcane bond (masterwork quarterstaff), bloat, blood pool, hemophilia
Combat Gear caster's tattoo (lesser), potion of cure light wounds (2), potion of mage armor, scroll of endure elements (x3), spell tattoo of Invisibility, wand of cure light wounds (48 charges), acid (5), alchemist's fire (4), alkali flask[APG], liquid ice[APG] (3); Other Gear dagger, mwk quarterstaff, bracers of armor +1, handy haversack, ring of protection +2, wayfinder[ISWG], bedroll, belt pouch, ink, inkpen, mess kit[UE], spell component pouch, spellbook, tattooing tools, trail rations (5), 1,125 gp
Tracked Resources
Acid - 0/5
Alchemist's fire - 0/4
Alkali flask - 0/1
Arcane Bond (Masterwork quarterstaff) (1/day) (Sp) - 0/1
Bloat (1d4 Blood Points, 1/day) - 0/1
Caster's tattoo (lesser, 1/day) - 0/1
Dagger - 0/1
Dancing Lights (3/day) - 0/3
Force Missile (1d4+2, 8/day) (Sp) - 1/8
Light (At will) - 0/0
Liquid ice - 0/3
Potion of cure light wounds - 0/2
Potion of mage armor - 0/1
Trail rations - 0/5
Wand of cure light wounds (48 charges) - 0/48
Special Abilities
Arcane Bond (Masterwork quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloat (1d4 Blood Points, 1/day) As a free action, add 1d4 Blood Points.
Bloatmage Initiate (Evocation) +1 caster level with a specific school of spells. Always considered to have a medium load.
Blood Pool (Reset to: 1, Sickened > 1, Rage > 2) At 1st level, a bloatmage gains a pool of blood points, representing an overload of her system with excess blood to extend her arcane abilities beyond their normal level. A bloatmage's normal pool of blood points is equal to her bloatmage level. Bloo
Creative Destruction (Su) Evocation spells that deal dmg grant temp hp equal to dice number (1 hour, nonstacking).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Force Missile (1d4+2, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Hemophilia You bleed more than the rest.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Scorching Ray) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

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