Larcius
CREATURE 5 +11
Common, Diabolic
Athletics +10, Deception +13, Diplomacy +12, Intimidation +13, Performance +13, Society +12, Warfare Lore +10
Str +2, Dex +2, Con +0, Int +4, Wis +2, Cha +4
AC 19; Fort +9, Ref +9, Will +13
HP 56
25 feet
Melee Spiked Gauntlet +11 (agile), Damage 1d4+4 piercing
Divine Spontaneous Spells DC 23, attack +13; 3rd (3 slots) Chilling Darkness, Enthrall, Harm; 2nd (4 slots) Calm Emotions, Flaming Sphere, See Invisibility, Undetectable Alignment; 1st (4 slots) Charm, Command, Fear, Sanctuary; Cantrips (3rd) Chill Touch, Daze, Message, Produce Flame, Shield
Sorcerer Bloodline Spell DC 22, attack +12, 1 Focus Point; 3rd Diabolic Edict
Bloodline Magic
When Larcuis casts a bloodline spell, Enthrall, Floating Flame, or Charm, either a target takes 1 fire damage per spell rank, or he gains a +1 status bonus to Deception checks for 1 round.
Effect: Bloodline Magic (+1 deception)
Dangerous Sorcery
When Larcuis Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, he gains a status bonus equal to the spell's rank to that spell's damage.
Pathfinder Society Scenario #4-07: A Most Wondrous Exchange!OGL