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About AeinquelMale elf (seer) UMT wizard 6
XP: 63
DEFENSE
OFFENSE
SPELLS IN BOOK:
SPELLS PREPARED:
STATISTICS
ACP 0 Seer Elf You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Ancestry Feats
Nimble Elf: Your muscles are tightly honed. Your Speed increases by 5 feet. (L5) General Feats Toughness Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. (L3) Class Feats
Cantrip Expansion Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. (L2) Linguist Dedication You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice. (L4) Reach Spell (L6) Skill Feats
Magical Shorthand Learning spells comes easily to you. When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. (class feat bonus) Recognize Spell (Reaction)
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Sign Language You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. (L4) Skills
Background
Racial Modifiers none Languages Elvish, Common, Draconic, Sylvan (Fey), Osiriani, Tien, Mwangi, Sakvoth, Aklo, Skald, signed versions of all SQ Gear staff (0/1), dagger (2/L), crossbow (30/1), 20 bolts (2/2L), adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), material component pouch (5/L), writing set (10/L), wand of mystic armor, wayfinder, pearly white spindle aeon stone (in wayfinder) TBD gp, TBD sp, TBD cp, 3 Bulk, 5 light Class Abilities Arcane Thesis: Isoenergetic Transformation of Retained Arcane Force-Patterns (Spell Substitution): You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.
School of Unified Magical Theory You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you’ll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you’ll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue. No Curriculum: You don’t have a set curriculum, and so you don’t have curriculum spells and can’t benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st rank spell of your choice to your spellbook to represent your diverse studies. Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time. School Spells: initial: hand of the apprentice; advanced: interdisciplinary incantation SPECIAL ABILITIES Networking Points: 2 Scrolls, 1 Spells Current benefits: Scribing Lore; 1 minor healing potion |