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72 posts. Organized Play character for Abraham Z..


| Init +3 | Perc +4 SM +0 | Speed 35' | Arcane Reservoir 3/4 | Pearl of Power 0/1 | GM reroll 1/1 |


Active Conditions: Mage Armor


Male N Sylph Rogue 1/Wizard 2 | HP 23/23 | AC 13 T 13 FF 10 (with Mage Armor 17/13/14) | CMB -1, CMD 12 | F +4, R +6, W +4

About Xivio

15 Xivio 3.1
Male sylph unchained rogue (snoop) 1/wizard (exploiter wizard) 2 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 2 258, Pathfinder RPG Ultimate Intrigue 47, Pathfinder Unchained 20)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 23 (3 HD; 2d6+1d8+8)
Fort +4, Ref +6, Will +4
Speed 35 ft.
Melee spiked gauntlet +4 (1d4-2) or
. . unarmed strike +4 (1d3-2 nonlethal)
Special Attacks arcane reservoir (1/8), sneak attack (unchained) +2d6
Wizard (Exploiter Wizard) Spells Prepared (CL 2nd; concentration +6)
. . 1st—burning hands (DC 16), color spray (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—acid splash, detect magic, light, mage hand
Str 7, Dex 16, Con 14, Int 19, Wis 10, Cha 7
Base Atk +1; CMB -1; CMD 12
Feats Accomplished Sneak Attacker, Extra Reservoir[ACG], Spell Focus (evocation), Weapon Finesse
Traits life of toil, the vessel between (daggermark)
Skills Acrobatics +7, Climb +2, Craft (locks) +10 (+15 Luck), Disable Device +9, Escape Artist +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8 (+9 re Taldor), Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Sleight of Hand +7, Spellcraft +8, Stealth +13, Swim +2, Use Magic Device +2; Racial Modifiers +4 Stealth
Languages Aquan, Auran, Common, Ignan, Terran, Thassilonian
SQ breeze-kissed[ARG], inspiration (4/day), mostly human
Combat Gear pearl of power (1st level), wand of cure light wounds, wand of mage armor (50 charges), wand of magic missile (50 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin (2), clear ear, vermin repellent[UE] (2); Other Gear spiked gauntlet, cloak of resistance +1, courtier's outfit, earplugs[APG], masterwork locksmithing tools, masterwork thieves' tools, smoked goggles[APG], trail rations (4), wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,385 gp, 9 sp, 7 cp
Tracked Resources
Acid - 0/2
Alchemist's fire - 1/2
Antiplague - 0/1
Antitoxin - 0/2
Arcane Reservoir +2 DC or CL (8/day) (Su) - 4/8
Breeze-Kissed (1/day) - 0/1
Clear ear - 0/1
Inspiration (+1d6, 4/day) (Ex) - 0/4
Pearl of power (1st level, 1/day) - 0/1
Trail rations - 0/4
Vermin repellent - 0/2
Wand of cure light wounds - 6/50
Wand of mage armor (50 charges) - 4/50
Wand of magic missile (50 charges) - 20/50
Special Abilities
Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill checks.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
At start of scenario, tell GM:

Notes to self:

Possible Buffs:

Situational Tactics:

Tracker for misc resources:

Relevant Rules Reminders:

Combat Boons:

Ch. 2 Queen of Thorns - ONE TIME USE - “As an Immediate action when you are reduced to fewer than 0 hp, you gain a number of temporary hp equal to 2d10+your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hp are lost and you resume dying if your hp total remains below 0.”

Non-Combat Boons:

Ch. 3 Arnisant Museum Patron - 3 BOXES - “After hearing the adventure briefing for a scenario, you can check 1, 2, or all three boxes that precede this boon to secure a weapon, shield, or set of armor with a +1, +2, +3 bonus, respectively, for the duration of the scenario. You can reduce the enhancement bonus of a borrowed weapon with a +2 or +3 bonus by 1 in order to give that weapon the undead bane special ability.”

Chronicle Items:

Ch. 1 Dependable Drummady’s - ONE TIME USE: reduce the cost of a feet slot item by 50 gp.

Ch. 1 Gunty’s Hearty Breads: Begin every adventure with 4 trail rations (already added to Gear).

Ch. 1 Pricknettle’s Potions: ONE TIME USE: Buy a potion at a 10% discount.

Ch. 1 Witch’s End Tavern: “Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%.”

Ch. 1 Wand of Bless Weapon (10 charges, 150 gp); [Paladin spell UMD DC 20, 1 minute duration, The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures… In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits…]

Ch. 2 Evil Outsider Bane arrow (167 gp each, limit 2)

Ch. 2 Tangle arrow (226 gp, limit 2) functions as a tangle bolt.

Ch. 3 Wand of Daylight (7 charges, 1575 gp)

Ch. 4 Timinic’s Trinkets: “You can purchase any wondrous item from the CRB worth 250 gp or less, a pair of sleeves of many garments, or a traveler’s any tool, for 1 Prestige Point. You can use this boon any number of times.”

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