XANDRA CR 1/2

XP 200

Femelle human (zenj) arcanist (magaambyan initiate) 1

LG Medium humanoid (human)

Init +1; Senses Perception +1

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 8 (1d6+2)
Fort +1, Ref +1, Will +3

OFFENSE
Speed 30 ft.
Melee quarterstaff +0  (1d6//x2/2)
Melee quarterstaff (head 1 only) (two handed) +0 ((two handed) 1d6)
Melee quarterstaff (head 2 only) (two handed) +0 ((two handed) 1d6)
Melee dagger +0  (1d4/19-20)
Ranged dagger (thrown) +1  (1d4/19-20)
Ranged acid (flask) +1  (1d6)
Ranged crossbow, light +1  (1d8/19-20)

Space 5 ft.; Reach 5 ft.

Arcanist Spells Prepared (CL 1st, concentration +4):

1st—color spray (DC 14), protection from evil

0 (at will)—acid splash, detect magic, disrupt undead, light

STATISTICS
Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 15
Base Atk +0; CMB +0; CMD 11

Feats Expanded Preparation, Extra Arcanist Exploit

Skills Diplomacy +7 , Heal +4 , Knowledge (Arcana) +7 , Knowledge (Nature) +7 , Profession (Herbalist) +5 , Spellcraft +7

Languages Celestial, Common, Elven, Gnome, Polyglot

SQ arcane reservoir, arcanist spells prepared, aura of good, bonus feat, flame arc, halcyon spell lore, skilled, spell mastery, weapon and armor proficiency

Combat Gear acid (flask); Other Gear quarterstaff, dagger, acid (flask), crossbow, light, outfit (scholar's), spell component pouch, backpack, common, inkpen, paper (sheet) (10), bolts, crossbow (10), healer's kit, spellbook (arcanist's/blank)


Spellbook (Arcanist's/Blank)
0th acid splash , arcane mark , bleed (DC 13) , dancing lights , daze (DC 13) , detect magic , detect poison , disrupt undead , flare (DC 13) , ghost sound (DC 13) , haunted fey aspect (DC ) , light , mage hand , mending (DC 13) , message , open/close (DC 13) , prestidigitation (DC 13) , ray of frost , read magic (DC ) , resistance (DC 13) , scrivener's chant (DC 13) , spark (DC 13) , touch of fatigue (DC 13)
1st color spray (DC 14) , endure elements (DC 14) , enlarge person (DC 14) , feather fall (DC 14) , monkey fish (DC ) , protection from evil (DC 14)

SPECIAL ABILITIES

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 12

Arcanist Spells Prepared Spell slots per day - 1st = 3, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Aura of Good (Ex) The power of a Magaambyan initiate's aura of good (see the detect good spell; Pathfinder RPG Core Rulebook 267) is equal to her class level.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You can prepare 4 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Flame Arc (Su) You can unleash an arc of flame by expending one point from your arcane reservoir. This creates a 30-foot line of flame that deals 1d6+2 points of fire damage to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw (DC 12) to halve the damage.

Halcyon Spell Lore (Su) A Magaambyan initiate's studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those that she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast. She cannot choose a spell with this ability that already appears on her arcanist spell list. At 1st level, a Magaambyan initiate can cast a spell that she has chosen with this ability by expending a number of points from her arcane reservoir equal to half the spell's level (minimum 1) to expend a spell slot of the spell's level to cast the spell as if it were on her spell list and prepared. Upon reaching 4th level and at every even-numbered arcanist level after that, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell that meets the same requirements of the same spell level. This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spell Mastery At 5th level, a Magaambyan initiate gains Spell Mastery as a bonus feat. Her arcanist levels count as wizard levels for the purpose of satisfying Spell Mastery's prerequisites, both when selecting this bonus feat and when selecting feats gained from character advancement. If she uses her arcanist level to satisfy Spell Mastery's prerequisites, she can prepare spells selected with this feat as arcanist spells without referring to a spellbook, but not as wizard spells. The Magaambyan initiate may also choose to select Spell Mastery as a feat gained from character advancement, allowing her to select the feat multiple times.

In addition, if the Magaambyan initiate gains levels in the Magaambyan arcanist prestige class (Paths of Prestige 34), her prestige class levels stack with her arcanist levels for the purpose of determining the number of points in her arcane reservoir (though not the effectiveness of arcane exploits based on class level). A Magaambyan initiate who takes levels in Magaambyan arcanist and gains the spontaneous spell mastery class feature can use that ability to instantly lose one of her prepared spells and immediately prepare a different arcanist spell of the same level or lower that she has mastered with Spell Mastery, rather than spontaneous spell mastery's normal effect. She is still limited to the same number of times per day she can use spontaneous spell mastery.

This ability replaces the exploit gained at 5th level.

Trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail