Race |
HP: 77/77 | AC: 30(31) touch 18 ff 24 | F: +9(13); R: +13(17); W: +11(15) (-1 vs compulsions) | Perception +16(20) greater low-light vision| |
Classes/Levels |
1st (6/6) 2nd (6/6) 3rd (5/6) 4th (4/6) 5th (3/3) | arcane (12/13), versatile (7/7), extend(2/3), reach(3/3), sickening(3/3), fearsome(2/3) pearl(1st 3/3)| mythic 6/9 |
Gender |
Female elf (Ekujae) arcanist 10/Archmage 3 | her image |
About Yathlara
Current Spells:
200 minutes: heroism(extended,mythic), see invisible(extended)
100 minutes: heightened awareness, stoneskin(mythic)
20 hours: ant haul
10 hours: darkvison
Yathlara
Female elf (Ekujae) arcanist 10/Archmage 3 (Pathfinder RPG Advanced Class Guide 8)
CG Small humanoid (elf)
Init +11; Senses low-light vision, low-light vision; Perception +16
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Defense
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AC 30, touch 18, flat-footed 24 (+8 armor, +1 deflection, +6 Dex, +1 natural, +3 shield, +1 size)
hp 77 (10d6+35)
Fort +13, Ref +17, Will +15 (-1 penalty vs. compulsions, or -2 if they know your true identity)
Defensive Abilities hard to kill; DR 10/adamantine (100 points)
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Offense
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Speed 20 ft.
Special Attacks arcane reservoir (5/13), arcanist exploits (dimensional slide[ACG], item crafting[ACG], metamagic knowledge[ACG], potent magic[ACG], school understanding [admixture][ACG]), archmage arcana (wild arcana), consume spells, eldritch breach[MA], intense spells (+5 damage), wild arcana[MA]
Arcanist Spells Prepared (CL 10th; concentration +20)
. . 5th (3/day)—empowered selective fireball[M] (DC 23)
. . 4th (6/day)—empowered intensified shocking grasp[M], stoneskin[M]
. . 3rd (6/day)—dispel magic, selective fireball[M] (DC 23), heroism[M]
. . 2nd (6/day)—darkvision, investigative mind[ACG], see invisibility, intensified shocking grasp[M]
. . 1st (6/day)—ant haul[APG] (DC 19), blend[ARG], heightened awareness[ACG], liberating command[UC], toppling magic missile[M]
. . 0 (at will)—breeze[UM], detect magic, light, mage hand, mending, open/close (DC 18), prestidigitation, read magic, spark[APG] (DC 20)
. . M mythic spell
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Statistics
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Str 9, Dex 22, Con 15, Int 26, Wis 11, Cha 18
Base Atk +5; CMB +14; CMD 20
Feats Agile Maneuvers, Combat Expertise, Craft Magic Arms & Armor, Deadly Aim, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Mythic Paragon[M], Mythic Spell Lore[M], Power Attack, Selective Spell[APG], Spell Focus (evocation), Toppling Spell[UM]
Traits magical lineage, riftwarden orphan, wayang spell hunter
Skills Acrobatics +10 (+6 to jump), Appraise +12, Bluff +21, Climb +3, Diplomacy +14, Disable Device +27, Disguise +18, Escape Artist +10, Fly +19, Heal +4, Intimidate +8, Knowledge (arcana) +27, Knowledge (engineering) +22, Knowledge (local) +27, Knowledge (nature) +27, Knowledge (planes) +27, Linguistics +25, Perception +16, Profession (soldier) +12, Ride +10, Sense Motive +4, Spellcraft +25 (+27 to identify magic item properties), Stealth +32, Survival +4, Swim +3; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Hallit, Infernal, Orc, Osiriani, Sylvan, Tien, Undercommon, Wayang
SQ amazing initiative, empty mask, enduring armor[MA], finesse weapon attack attribute, many forms[MA], moonkissed, recuperation, versatile evocation
Combat Gear lesser extend metamagic rod, lesser reach metamagic rod[APG], lesser sickening metamagic rod[APG], pearl of power (1st level) (3), scroll of knock (x2); Other Gear +2 mithral buckler, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +3, goggles of minute seeing, headband of mental prowess +2 (Int, Cha), lesser fearsome metamagic rod[OA], ring of protection +1, sleeves of many garments[UE], subtle slippers, granite dust (stoneskin) 7 (worth 2,000 gp), masterwork backpack[APG], masterwork thieves' tools, precious (spell book), spell component pouch
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Special Abilities
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Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Reservoir +2 DC or CL (13/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Consume Spells (4/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (10/adamantine [100 points]) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Empty Mask -1 to Will saves vs. compulsion, or -2 vs. those knowing your true identity.
Enduring Armor +8 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Many Forms (5 minutes) (Gnome) (Su) Alter self at will, spend 1 power to use polymorph for 5 minutes.
Moonkissed Gain a bonus on all saving throws.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
School Understanding (4 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 4 rds.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Yathlara's childhood was full of hugs, kittens, and baskets of sweets. Or that is at least what she wants to believe. Unfortunately, no memories exist of anything past the years of obliterating pain spent in the experimental labs of Xanthir Vang.
Somehow, through the greed of a mercenary captain and the mistaken thought that her 'betterment' had failed, Yath escaped.
Thanks to an angel and a succubus. They cleared the experiment from her mind, quite pleasantly, but were not able to bring back her memories. She knows enough about her own skills and abilities and was given enough knowledge of present-day events she will not be lost. She had been a Black Talon, a secretive Andorian special operations unit, to which the angel was connected to. So she was able to be given her name, her history as the Talons knew, and then teleported to Drezen to help save others, in any way possible, short of hurting the innocent is on the table.
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Yath is a lovely dark-skinned and dark-haired elf, most likely of Ekujae descent. Graceful and brilliant, with a sharp sense of sarcasm as well as of duty. She sees herself as a soldier in the fight against evil and is as loyal as they come (though her ultimate loyalty is to the talons first and always).
She dresses in coal-colored robes with a matching cloak, both flowing with the wind, with finger-less gloves and soft slippers wrapping up her ensemble. Four heavy rods rest on her hips, two on each side, along with other magical tools she has been gifted by her organization in hopes she can help turn the tide.
Her eyes still blaze a cat-like yellow. A gift from Vang.
This is how she looks and dresses, but quite often, she takes all that and compresses it into a much smaller package, around three feet in height, presenting a gnomish version of all that she is. Smaller body, smaller target.
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