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About Amari SilverskinAMARI SILVERSKIN Female Elf (Aquatic) arcanist 5. CG medium humanoid (elf, aquatic) Init +2; Senses Low-Light Vision, Perception +9, Languages Aklo, Aquan, Azlanti, Common, Draconic, Elven, Sylvan AC 13, touch 12, flat-footed 11, hp 32 (5HD) Fort +3, Ref +4, Will +6, +2 vs. enchantment spells and effects Speed 30 ft. (6 squares) Swim 30 ft. Ranged +1 underwater crossbow (light) +5 (1d8+1/19-20), within 30 ft. +6 (1d8+2)
Base Atk +2; CMB +2; CMD 14 Special Actions Arcane Reservoir (5/8), Arcanist Exploits, Consume Spells (1/day), Prepared Spells Prepared Spell List
Abilities Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 13 Special Qualities Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elven Immunities, Elven Magic, Ice Missile, Keen Senses, Low-Light Vision, Sonic Blast, Weapon and Armor Proficiency, Weapon Familiarity, Feats Point-Blank Shot, Precise Shot, Spell Penetration Skills Acrobatics +2, Appraise +8, Bluff +1, Craft (Untrained) +4, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +6, Heal +1, Intimidate +1, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +10, Knowledge (Local) +8, Knowledge (Nature) +9, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Draconic) +8, Perception +9, Perform (Untrained) +1, Ride +2, Sense Motive +1, Spellcraft +12, Spellcraft (Identify magic item) +14, Stealth +2, Survival +7, Swim +13, Use Magic Device +5,
Spellbook 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 8 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. 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 13 Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 4, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0 Cantrips You can prepare 6 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. 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. 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 50 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. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Expert Explorer - Survival (Knowledge (History)) Adventurous scholars raised you, or perhaps you were born during an expedition and haven't known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you've visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon. Ice Missile (Su) You can unleash a freezing projectile by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 3d6+1 points of cold damage. In addition, the target is staggered for 1 round. The target can attempt a DC 13 Fortitude saving throw to negate the staggered condition. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 3d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. |