Molos Voren's page

384 posts. Organized Play character for Gerald.


Arcanist 3 | HP 19/23 | AC 13/13/10 | F+4, R+5, W+4 | Cold, Electricity & Fire Resistance 5 |


Arcane Reservoir 4/6 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

About Molos Voren

Molos Voren

PFR Info:

PFS Number: 12445-9
XP: 8
Prestige Gained 14/14
Current Prestige: 10. Spent 2 PP for wand of CLW, and 2 PP for Wand of Mage Armor.
Fame 12.
Completed Adventures: The Confirmation, 6-01 Trial by Machine, 6-03 Slave Ships of Absalom, The Perils of the Pirate Pact, Module: the Godsmouth Heresy (3 Xp, 4 PP), 6-19: Test of Tar Kuata..
Boons received: A. Confirmed Field Agent; Explore, Report, and Cooperate; and Friend of Janira Gavix, all from The Confirmation. B. Budding Friendship-if you earn 0 PP during a mission in Absalom, you receive one PP instead. Cross off sheet after this boon is used. C. Pharasma's Blessing: may reroll an attack roll against an undead or a saving throw against an undead's ability or effect. Cross off the Chronicle once the boon is used. D. Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your relexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon of your Chronicle sheet. E. Tar Kuata Initiate: The monks of Tar Kuata have recognized your potential and offered to train you at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain any class level into a monk level by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.

Male Tiefling Arcanist 3
Neutral Medium Humanoid
Init. +9; Perception +0
Darkvision 60'
AC 13 (3 Dex), touch 13, flat footed 10
HP: 23/23 (3d6+ 6 Con + 3 FC)
Fort: +4 (+1 base, +2 Con +1 Magic)
Ref: +5 (+1 base, +3 Dex + 1 Magic)
Will +4 (+3 base, +0 Wis + 1 Magic)
Speed 30'
Melee: +0 Dagger, 1d4-1 (19-20/x2)

Ranged: Spell +4(+1 BAB, +3 Dex)

DEX 16 (14, + 2 racial)
CON 14
INT 17 (15, + 2 racial)
WIS 10
CHA 12 (14, - 2 racial)

BAB: +1; CMB +1; CMD 14



1-Color Spray (DC 14), Ear Piercing Scream (DC 14), Grease (DC 14), Mage Armor, Magic Missile, Obscuring Mist (DC 14), Protection from Evil, Shield, Snowball (DC 14), Summon Monster I

Typically Memorized:
DC 13 + spell level
(unlim.)0-Acid Splash, Detect Magic, Daze (DC 13), Message, Read Magic
(5)1-Grease, Magic Missile, Shield
^-means spell already used for the day



1. Improved Initiative
3. Extra Arcanist Exploit (Ice Missiles)

Arcane Abilities;


Arcane Reservoir : An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She 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 arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Exploit:
*Arcane Barrier (Su): As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
*Potent Magic: whenever you spend a point from your arcane reserve to increase your caster level by one, it increases by two. When you expend a point from your reserve to increase the spell DC by one, it increases by two.
*Ice Missiles: can expect one point from arcane reserve to make a ranged touch attack within 30'. Deals 1d6 cold damage plus Charisma modifier plus an extra d6 of cold damage for every two levels after. The target is staggered for one round, but can attempt a Fortitude save to negate being staggered.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.



*Desperate Focus--+2 to Concentration Checks
*Reactionary--+2 to Initiative



15 ranks (2 per level +3 per level for Intelligence)

Bluff +3 (0 ranks + 1 Cha + 2 Racial)
Intimidate +6 (2 ranks + 1 Cha + 3 Class)
Know. Arcana +9 (3 ranks + 3 Int + 3 Class)
Know. Dungeoneering +7 (1 rank + 3 Int + 3 Class)
Know. Planes +8 (2 ranks + 3 Int + 3 Class)
Spellcraft +9 (3 ranks + 3 Int + 3 Class)
Stealth +6 (1 ranks + 3 Dex + 2 Racial)
UMD +7 (3 ranks + 1 Cha + 3 Class)




Racial Characteristics:


* Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, and –2 Charisma.
*Type: Tieflings are outsiders with the native subtype.
*Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
*Speed: Tieflings have a base speed of 30 feet.
*Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
*Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
*Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
*Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
*Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
*Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.



3026 gold, 3 Silver.

Cloak of Resistance +1, 1000 goold
Wand of Mage Armor, (x48), 2 PP
Wand of Magic Missile (x18), 375 gold
Wand of Cure Light Wounds (x49), 2 pp
Scroll of Obscuring Mist, 25 gp
Scroll of Protection from Evil (x2), 50 gp
Scroll of Mount, 25 gp
Scroll of Comprehend Languages (x2), 50 gp
Scroll of Silent Image, 25 gp
Scroll of Enlarge Person, 25 gp
Scroll of Magic Weapon (x2), 50 gp

Dagger 2 gp.
Potion of Cure Light Wounds, 50 gp
9 day's rations 4.5 gp
Traveler's Outfit free, no weight
Waterskin., 1 gp.
Belt Pouch, 1 gp.
Bedroll, 1 sp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Spell Component Pouch, 5 gp.
Flask, Acid., 10 gp.
Holy Water vial, 25 gp.
Alchemists Fire, 20 gp