Elf

Abrotriss Contrar's page

19 posts. Alias of Dotraj.


Full Name

Abrotriss Contrar

Race

Aasimar (Emberkin)

Classes/Levels

Arcanist (School Savant) 1 | hp 8/8 | Fort +1 | Ref +1 | Will +2 | Arcane Reservoir 3/4

Gender

Male

Size

Medium

Alignment

Neutral Good

Languages

Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Thassilonian

Strength 7
Dexterity 12
Constitution 13
Intelligence 20
Wisdom 10
Charisma 14

About Abrotriss Contrar

Statistics:
Male Aasimar (Peri-blooded) Arcanist (School Savant) 1
NG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
------------------------------
DEFENSE
------------------------------
AC 11, touch 11, flat-footed 10 (+0 armor, +1 dex)
hp 8
Fort +1, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5, fire 5
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Sawback Dagger -2 (1d4-2/19-20)
Ranged Sawback Dagger +1 (1d4-2/19-20)
------------------------------
STATISTICS
------------------------------
Str 7, Dex 12, Con 13, Int 20, Wis 10, Cha 14
Base Atk +0; CMB -2; CMD 9
Traits magical lineage (greater dispel magic), outlander: lore seeker (greater dispel magic, dispel magic, fireball)
Feats Spell Focus (Abjuration)
Skills 1 Artistry (drawing) +9, 1 Knowledge (arcana) +10, 1 Knowledge (dungeoneering) +9, 1 Knowledge (history) +9, 1 Knowledge (nature), 1 Knowledge (planes) +11, 1 Linguistics +9, 1 Spellcraft +11, 1 Use Magic Device +6 (9 points; 2 background, 2 class, 5 INT)
ACP -0
*ACP applies to these skills
Skill Bonuses +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Thassilonian

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Arcane Reservoir (3/4)(Su) 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.

Consume Spells 2/day (Su) 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. 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 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.

School Focus (Abjuration [Counterspell])
Disruption (1 round, 8/day) (Su) At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Resistance (Ex) You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type. (assumed fire unless otherwise noted)

[b]Opposition schools enchantment, necromancy

Pyrotechnics 1/day


Spells:

------------------------------
Spells
------------------------------
0th (at will)—detect magic, light, ghost sound, prestidigitation
1st (4/day)—color spray (DC 16), mage armor, protection from evil

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 23 lb.
Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, trail rations (1 days), waterskin, spellbook, traveller's clothes, sawback dagger, spellbook lariat, sling, bell, candles (10), chalk, charcoal, fishhook, paper (3 sheets), sewing needle, signal whistle, tindertwig, acid, earplugs, whistle, silent whistle, desna candle firework, paper candle firework, glowing ink, simple invisible ink, vermin repellent, twine (50 ft.), magnet, powder, compass, wandermeal (8 days), keros oil
Money 23 GP 2 SP 1 CP

Background:

Abrotriss's ancestor is quite recent, his mother. His father, a wizard of no small skill, ended up having to raise him, as his mother obviously had little time to raise a child while constantly fighting daemons, but still found the time to visit a couple times.

The bookish wizard had no idea how to raise a child, so he simply treated young Abrotriss like any other apprentice, finding to his delight, that the boy had inherited his affinity for the arcane arts, and was able to even take things a step further, so to speak.

But Abrotriss grew restless holed up in his father's laboratory, and left their house in Magnimar as soon as his apprenticeship was finished to study the magic of ancient Thassilon in Sandpoint.


Appearance and Personality:

While people naturally take a liking to the friendly brazen-skinned Emberkin, Abrotriss is not used to social interactions, and becomes easily flustered or confused by anything social in nature. This will go away as the campaign progresses. Abrotriss doesn't even know double meanings exist, sarcasm, idioms, and "street lingo", as he takes to calling it once he learns it exists, go straight over his head.

Despite his social awkwardness, Abrotriss is friendly and kind, but can get rather intense at times. While he often understands the necessity of things such as letting a villain go, he hates evil-doers with a fiery ;) passion and spends a long time in a bad mood after such an event.

Aside from his bronze skin, Abrotriss has the appearance of a normal, if pretty, human. He has raven black hair and piercing green eyes, both courtesy of his father.


Spellbook(s):

Scribing Formula=(spell level)^2*10 (0 level costs 5)

Normal Spellbook I
Last Filled Page—26
0 level—resistance 1, acid splash 2, detect magic 3, detect poison 4, read magic 5, dancing lights 6, light 7, flare 8, spark 9, ghost sound 10, ray of frost 11, haunted fey aspect 12, mage hand 13, mending 14, message 15, open/close 16, prestidigitation 25, arcane mark 26
1st level—protection from evil 17, endure elements 18, mage armor 19, grease 20, secluded grimoire 21, magic missile 22, feather fall 23, color spray 24


Useful Feats: