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Akemi Last-Embers's page

No posts. Organized Play character for Purple Dragon Knight.


About Akemi Last-Embers

Akemi Last-Embers
Male Aasimar (Peri-Blooded) arcanist 6 Archetypes Magaambyan Initiate,
NG Medium outsider (native)
Init +2, Senses darkvision (60 ft.); Perception +9
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DEFENSE
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AC 17, touch 13, flat-footed 16 (+4 armor, +2 deflection, +1 Dex)
hp 32 ((6d6)+6)
Fort +5, Ref +5, Will +7
Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 30 ft.
Ranged crossbow, light +4 (1d8/19-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Special Attacks Arcane Reservoir (9/12), Arcanist Exploits, Consume Spells (3/day),
Innate Spell-Like Abilities pyrotechnics (DC 15,1/day),

Prepared Spells
Arcanist (CL 6th; concentration +11)
3rd-fireball(DC 18); *dominate animal(DC 18)
2nd-acid arrow, false life; *barkskin, *flame blade
1st-color spray(DC 16), mage armor, magic missile, sleep(DC 16); *cure light wounds(DC 16), *entangle(DC 16), *faerie fire; ^feather fall, ^identify, ^vanish, ^windy escape
0th-detect magic, mage hand, message, open/close(DC 15), read magic(DC ), spark(DC 15), touch of fatigue(DC 15)
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TACTICS
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Temporary Effects mage armor,
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STATISTICS
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Str 10, Dex 12, Con 13, Int 21, Wis 10, Cha 16,
Base Atk +3; CMB +4; CMD 16
Feats Extra Arcanist Exploit, Extra Reservoir, Reach Spell, Scholar, Spell Mastery (Comprehend Languages, Feather Fall, Magic Missile, Protection from Evil)
Skills Appraise +9, Craft (Alchemy) +9, Diplomacy +3 (+5 to gather info), Heal +12, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +17, Knowledge (Nature) +13, Knowledge (Nobility) +9, Knowledge (Planes) +14, Knowledge (Religion) +12, Perception +9, Spellcraft +17, Use Magic Device +12
Traits Adopted, Precise Treatment, Student of Nantambu (Mwangi),
Languages Celestial, Common, Draconic, Dwarven, Elven, Polyglot, Sylvan
SQ arcanist spells prepared, aura of good, cantrips, celestial language, celestial resistance, dimensional slide, halcyon spell lore, metamagic knowledge, scholar ~ arcana, scholar ~ local, skilled, spell-like ability, spell mastery, weapon and armor proficiency, +1 bonus feat, +1 skill bonus (perception, perception, perception), +total level ranks to skill (perception), , ,
Combat Gear
Other Gear headband of vast intelligence +2, crossbow, light, ring of protection +2, cloak of resistance +2, backpack, masterwork, spellbook, wizard's kit (no backpack), journal, bolts, crossbow (10) (2), wayfinder, ioun stone, dusty rose prism - cracked, ^pages of spell knowledge (1st): [feather fall] [identify] [windy escape] [vanish], dagger, chronicler's supplies, 5192.0 gp
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SPECIAL ABILITIES
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Aasimar (Peri Blooded) Peri Blooded Aasimars Receive a +2 bonus to Intelligence and Charisma and a +2 bonus to Knowledge (planes) and Spellcraft checks. They can cast Pyrotechnics as a spell like ability.

Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 12 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 9. Any points you had from the previous day are lost. You 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 arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 16

Arcanist Spells Prepared Spell slots per day - 1st = 6, 2nd = 5, 3rd = 3, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Aura of Good (Ex) The power of a Magaambyan initiate's aura of good (see the detect good spell; Pathfinder RPG Core Rulebook 267) is equal to her class level.

Cantrips You can prepare 7 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you 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 your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Darkvision See in the dark up to 60 ft.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 60 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Dusty rose Prism - Cracked

*Halcyon Spell Lore (Su) A Magaambyan initiate's studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those that she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast. She cannot choose a spell with this ability that already appears on her arcanist spell list. At 1st level, a Magaambyan initiate can cast a spell that she has chosen with this ability by expending a number of points from her arcane reservoir equal to half the spell's level (minimum 1) to expend a spell slot of the spell's level to cast the spell as if it were on her spell list and prepared. Upon reaching 4th level and at every even-numbered arcanist level after that, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell that meets the same requirements of the same spell level. This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.

Human (Trait ~ Student of Nantambu)

Metamagic Knowledge You can select one metamagic feat as a bonus feat. You must meet the prerequisites of this feat.

Precise Treatment You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Scholar ~ Arcana You gain a +2 bonus on Knowledge (Arcana).

Scholar ~ Local You gain a +2 bonus on Knowledge (Local).

Skilled (Ex) Peri Blooded Aasimars receive a +2 bonus to Knowledge (planes) and Spellcraft checks.

Spell-Like Ability (Sp) Peri Blooded Aasimars can use pyrotechnics 1/day as a spell-like ability.

Spell Mastery At 5th level, a Magaambyan initiate gains Spell Mastery as a bonus feat. Her arcanist levels count as wizard levels for the purpose of satisfying Spell Mastery's prerequisites, both when selecting this bonus feat and when selecting feats gained from character advancement. If she uses her arcanist level to satisfy Spell Mastery's prerequisites, she can prepare spells selected with this feat as arcanist spells without referring to a spellbook, but not as wizard spells. The Magaambyan initiate may also choose to select Spell Mastery as a feat gained from character advancement, allowing her to select the feat multiple times.
In addition, if the Magaambyan initiate gains levels in the Magaambyan arcanist prestige class (Paths of Prestige 34), her prestige class levels stack with her arcanist levels for the purpose of determining the number of points in her arcane reservoir (though not the effectiveness of arcane exploits based on class level). A Magaambyan initiate who takes levels in Magaambyan arcanist and gains the spontaneous spell mastery class feature can use that ability to instantly lose one of her prepared spells and immediately prepare a different arcanist spell of the same level or lower that she has mastered with Spell Mastery, rather than spontaneous spell mastery's normal effect. She is still limited to the same number of times per day she can use spontaneous spell mastery.
This ability replaces the exploit gained at 5th level.

Student of Nantambu (Mwangi) You have spent time at Magaambya, the magical academy of Nantambu, absorbing the ancient knowledge taught there. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks, and you may make these checks untrained.

Weapon and Armor Proficiency 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 her spells with somatic components to fail

+1 Bonus Feat GM awarded PC with +1 feat.

+1 Skill Bonus (Perception, Perception, Perception) GM awarded PC with +1 skill bonus.

+Total Level Ranks to Skill (Perception) GM awarded PC with +1 skill rank per level or use with custom INT bonus items.

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Spellbook
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Arcanist Spells
3rd -fireball, fly
2nd -acid arrow, book ward, false life, invisibility
1st -adhesive spittle, burning hands, charm person, chill touch, color spray, comprehend languages, crafter's fortune, enlarge person, feather fall, identify, mage armor, magic missile, protection from evil, shocking grasp, sleep, snowball, tripvine, vanish
0th -acid splash, arcane mark, bleed, chameleon scales, dancing lights, daze, detect fiendish presence, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, oath of anonymity, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, sotto voce, spark, touch of fatigue, vacuous vessel

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Boons:
Incredible Protege of Myrtella Sanova: +1 rank/level in chosen skill (Perception) and the skill becomes a class skill for you.

Vanities:
Scholar, Knowledge Local [4PP]; Information Brokerage [6PP]