Kalbio of Breezy Creek

Warren Moon's page

108 posts. Organized Play character for Diharhan.


Race

Male N Human Arcanist (Occultist) 1 | HP 9/9 | AC: 14 (Touch: 13, Flat: 11) | CMB -2, CMD 11 | F+2, R+4, W+4 | Init+4 | Low-light Vision, Perc+5, SM +1 | Speed: 30 | Arcane Reservoir 3/4

Special Abilities

Arcane Reservoir (3/day, max 4) Conjurer' s Focus, Consume Spells (1/day)

Languages

Common, Draconic, Elven, Infernal, Sylvan

Occupation

Astronomer

Strength 7
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 13
Charisma 7

About Warren Moon

Pathfinder Society Id#: 291822-5
Faction: Dark Archive
XP: 0
Wealth: 95 GP, 0 SP, 0 CP, 0 PP, 0 Fame

Male Human Arcanist (Occultist) 1
N Medium Humanoid (Human)
Init: +4; Senses: Low-light Vision; Perception +5
FCB: Arcanist (+1 HP)
--------------------------------------------------------------------
DEFENSE
--------------------------------------------------------------------
AC: 14, Touch: 13, Flat-footed: 11 (+1 Armor, +3 Dex)
HP: 9 (1d6+3)
Fort: +2, Ref: +4, Will: +4
--------------------------------------------------------------------
OFFENSE
--------------------------------------------------------------------
Speed: 30 ft.
Melee: Dagger -2 (1d4-2/19-20x2)
Special Attacks: Arcane Reservoir (3/day, max 4), Consume Spells (1/day)

Arcanist (Occultist) Spells Prepared: (CL 1st; Concentration +6)
1st (2/day)— Color Spray (DC 15), Silent Image (DC 15)
0 (at will)— Acid Splash, Daze (DC 14), Detect Magic, Ghost Sound (DC 14)

Spell Book:

0-(Cantrips): Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Grasp, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestigidation, Ray of Frost, Read Magic, Resistance, Scriver's Chant, Spark, Touch of Fatigue, Vacuous Vessel

1st level: Color Spray, Enlarge Person, Floating Disc, Grease, Silent Image, Shield, Vanish


--------------------------------------------------------------------
STATISTICS
--------------------------------------------------------------------
Str: 7, Dex: 16, Con: 14, Int: 18, Wis: 13, Cha: 7
Base Atk: +0; CMB: -2; CMD: 11
Traits: Arcane Temper, Clever Wordplay
Feats: Spell Focus (Conjuration), Augment Summoning

Skills:

Armor Check Penalty: 0
Skill Ranks Per Level: 6
Ranks: Appraise, Knowledge (Arcana), Perception, Profession, Spell Craft, Use Magic Device
Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Legend:

*Armor Check Penalty applied.
Bold= Class Skill w/rank

Acrobatics*: +3
Appraise: +8
Bluff: -2
Climb*: -2
Craft: +4
Diplomacy: -2
Disable Device*: +3
Disguise: -2
Escape Artist*: +3
Fly*: +3
Handle Animal: -2
Heal: +1
Intimidate: -2
Knowledge (Arcana): +8
Knowledge (Dungeoneering): +4
Knowledge (Engineering): +4
Knowledge (Geography): +4
Knowledge (History): +4
Knowledge (Local): +4
Knowledge (Nature: +4
Knowledge (Nobility): +4
Knowledge (Planes): +4
Knowledge (Religion): +4
Linguistics: +4
Perception: +5
Perform: -2
Profession: +5
Ride*: +3
Sense Motive: +1
Sleight of Hand*: +3
Spell Craft: +8
Stealth*: +3
Survival: +1
Swim*: -2
Use Magic Device: +8


Languages: Common, Draconic, Elven, Infernal, Sylvan
SQ: Conjurer's Focus (Summon Monster I / 1 minute), Heart of the Fey
Combat Gear: Dagger

Other Gear:
Backpack, Bell, Ink Pen, Parchment (5), Silken Ceremonial Armor, Spell Book, Spell Component Pouch, Sunrod, Trail Ration (3), Water Proof Bag, Water Skin, 95GP

Light Load: 23 lbs; Medium Load: 46 lbs; Max Load: 70 lbs; Current: 21 lbs
--------------------------------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------------------------
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (Nature) and Perception as class skills. This racial trait replaces skilled.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Clever Wordplay (Social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill (Use Magic Device). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Augment Summoning: Prerequisites: Spell Focus (Conjuration)
Your summoned creatures are more powerful and robust. Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Weapon and Armor Proficiencies: 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 the spells with somatic components to fail.
Spellbooks: An Arcanist must study there spellbook each day to prepare there spells. They can’t prepare any spell not recorded in there spellbook, except for read magic (which all Arcanists can prepare from memory). An Arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of there choice. The Arcanist also selects a number of additional 1st-level spells equal to there Intelligence modifier to add to the spellbook. At each new arcanist level, they gain two new spells of any spell level or levels that they can cast (based on there new Arcanist level) for there spellbook. At any time, an Arcanist can also add spells found in Wizards' or other Arcanists' spellbooks to there own
Arcane Reservoir: An Arcanist has an innate pool of magical energy that they can draw upon to fuel there Arcanist exploits and enhance there 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 they had from the previous day are lost. They 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. In addition, the Arcanist can expend 1 point from there arcane reservoir as a free action whenever they cast an Arcanist spell. If they do, they can choose to increase the caster level by 1 or increase the spell’s DC by 1. They can expend no more than 1 point from there reservoir on a given spell in this way.
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 they had used it to cast a spell. They can use this ability a number of times per day equal to there Charisma modifier (minimum 1). Doing this adds a number of points to there Arcane reservoir equal to the level of the spell slot consumed. They cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Conjurer’s Focus: An Occultist can spend 1 point from there arcane reservoir to cast Summon Monster I. They can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing them to summon more powerful creatures, at the cost of an additional point from there arcane spell reserve per spell level. An Occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the Arcanist exploit gained at 1st level.

Summoned Monster Statistics:

Owl (Sebastian)
N Small Celestial animal
Init: +2; Senses: Darkvision 60 ft; Perception: +9
--------------------------------------------------------------------
DEFENSE
--------------------------------------------------------------------
AC: 14, Touch: 13, Flat-footed: 12 (+2 Dex, +1 natural, +1 size)
HP: 7 (1d8+3)
Fort: +5, Ref: +4, Will: +2
Spell Resistance: 5
Resist Acid, Cold, and Electricity: 5

--------------------------------------------------------------------
OFFENSE
--------------------------------------------------------------------
Speed: 10ft, Fly 80ft (Average)
Melee: 2 talons +3 (1d4+2), bite +3 (1d4+2)
Special Attacks: Smite Evil
--------------------------------------------------------------------
STATISTICS
--------------------------------------------------------------------
Str: 14, Dex: 15, Con: 16, Int: 2, Wis: 15, Cha: 7
Base Atk: +0; CMB: +1; CMD: 13
Feats: Weapon Finesse
Skills: Fly +8, Perception +10
--------------------------------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------------------------
Smite Evil: 1/day as a swift action adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.

Augment Summoning: Stats represent the spell being cast by a character with the Augment Summoning feat.