Master Storycrafter
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CR 16 |
XP 76,800
Half-Elf sorcerer 10/pathfinder chronicler 7
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +23
DEFENSE
AC 22, touch 15, flat-footed 20 (+5 armor, +3 deflection, +2 Dex, +2 natural)
hp 86 (10d6+7d8+17)
Fort +10, Ref +13, Will +15; +2 vs. enchantments
Defensive Abilities live to tell the tale (3/day); DR 10/magic (ranged weapon attack only, 100 points); Immune sleep
OFFENSE
Speed 40 ft.
Melee quarterstaff +11/+6 (1d6–1)
Ranged dagger +14/+9 (1d4–1/19–20)
Special Attacks bardic performance 23 rounds/day (countersong, distraction, epic tales, fascination, inspire action [move], inspire courage +2, inspire competence +2, whispering campaign)
Sorcerer Spells Known (CL 10th; concentration +17)
5th (4/day)—break enchantment, persistent image (DC 24)
4th (6/day)—dimension door, hallucinatory terrain, phantasmal killer (DC 23)
3rd (8/day)—dispel magic, heroism, invisibility sphere, major image (DC 22)
2nd (8/day)—invisibility, mirror image, protection from arrows, scorching ray, web (DC 19)
1st (8/day)—animate rope, color spray (DC 20), disguise self, floating disk, identify, shield
0th (at will)—dancing lights, detect magic, flare (DC 17), light, ghost sound (DC 19), mage hand, message, open/close, prestidigitation
Bloodline arcane
TACTICS
Before Combat The Pathfinder chronicler casts heroism and protection from arrows.
During Combat The chronicler casts shield on herself, then supports allies with bardic performance and illusions.
Base Statistics
Without heroism and protection from arrows, the Pathfinder chronicler's statistics are Fort +8, Ref +11, Will +13; DR none; Melee quarterstaff +9/+4 (1d6–1); Ranged dagger +12/+7 (1d4–1/19–20); Skills –2 on all skills.
STATISTICS
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 24
Base Atk +10; CMB +9; CMD 24
Feats Arcane Armor Training, Combat Casting, Enlarge Spell, Eschew Materials, Extend Spell, Extra Performance, Greater Spell Focus (illusion), Silent Spell, Skill Focus (Perception), Spell Focus (illusion), Widen Spell
Skills Acrobatics +9 (+13 when jumping), Bluff +17, Diplomacy +17, Knowledge (arcana, dungeoneering, geography, history, local, nature, nobility, planes, religion) +15, Linguistics +10, Perception +23, Perform (oratory, string) +17, Profession (scribe) +10, Sense Motive +7, Spellcraft +12, Stealth +14, Survival +10, Use Magic Device +22
Languages Common, Draconic, Dwarven, Elf, Gnome, Halfling, Orc
SQ arcane bond (staff of charming), bardic knowledge +3, bloodline arcana (+1 DC for spells augmented by metamagic feats that increase spell level), call down the legends, deep pockets (700 gp), elf blood, improved aid, master scribe, metamagic adept (2/day), new arcana, pathfinding
Combat Gear potions of cure serious wounds (2), potion of gaseous form, staff of charming; Other Gear +3 leather armor, amulet of natural armor +2, boots of striding and springing, cloak of resistance +2, handy haversack, headband of alluring charisma +4, ring of protection +3, 1,290 gp