Elvish Fighter

Akivar's page

55 posts. Alias of McPants.


Full Name

Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

Classes/Levels

Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

About Akivar

Akivar
Male peri-blooded aasimar (emberkin) arcanist (occultist) 7 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 38 (7d6+14)
Fort +5, Ref +5, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-1/19-20) or
. . wyroot (2 life points) quarterstaff +2 (1d6-1)
Special Attacks arcane reservoir (4/10), arcanist exploits (potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 7th; concentration +13)
. . 1/day—augury
. . 1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 7th; concentration +13)
. . 3rd (4/day)—haste, hold person (DC 19)
. . 2nd (6/day)—create pit[APG] (DC 19), invisibility, see invisibility
. . 1st (6/day)—burning hands (DC 17), enlarge person (DC 17), grease, magic missile, obscuring mist
. . 0 (at will)—detect magic, ghost sound (DC 16), light, mage hand, open/close (DC 16), prestidigitation, read magic
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Statistics
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Str 8, Dex 14, Con 12, Int 23, Wis 8, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Augment Summoning, Improved Initiative, Spell Focus (conjuration), Spell Penetration
Traits life of toil, reactionary, valashmai veteran
Skills Acrobatics +9, Appraise +10, Bluff +2 (-2 vs. those who have an attitude of indifferent or better), Craft (weapons) +8, Fly +8, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +13, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +15, Knowledge (religion) +10, Linguistics +10, Perception +10, Profession (merchant) +3, Spellcraft +18, Survival -1 (+1 to avoid becoming lost), Use Magic Device +11; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Kelish, Osiriani, Sylvan
SQ conjurer's focus (Summon Monster IV, 7 minutes), guilty fraud
Combat Gear wand of cure light wounds, wand of mage armor (50 charges); Other Gear dagger, wyroot (2 life points) quarterstaff, amulet of natural armor +1, bracers of armor +1, cloak of resistance +1, cracked dusty rose prism ioun stone, headband of vast intelligence +2, wayfinder[ISWG], arcanist starting spellbook, backpack, bedroll, flint and steel, ink, inkpen, spell component pouch, trail rations (3), wrist sheath, spring loaded, 1,924 gp, 11 sp, 1 cp
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Special Abilities
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Arcane Reservoir +2 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster IV, 7 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Guilty Fraud -4 to bluff vs. those with attitude of indifferent or better.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

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