About Arawn "Arry" Lyon
Base Attack Bonus: +0
Fortitude: +0 (0 Artisan, -1 Constitution, +1 Forlorn trait)
Armor Class: ? =10(Base)+(Armor)+3(Dex)
Strength 10 (10)
3 Daggers +3 melee or +3 range (1d4, 19-20/2, 3lbs, P or S)
Studded Leather Armor
Adventuring Skills 8 ranks from class, 3 from Intelligence, 1 from Favored Class(Artisan)
Elf Racial Features:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Human-Raised(Source Inner Sea Races): Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Urbanite(Source Advanced Race Guide): Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Languages: 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.
Traits and Drawback:
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Hedge Magician: You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Doubt: You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Artisan Class Features:
All of the following are class features of the artisan.
Weapon and Armor Proficiency
Master Craftsman (Ex)
An artisan may create potions, spell completion items, magic device traps, or spell trigger items, even if he does not have access to the prerequisite spells. To do this, the artisan’s class level must equal or exceed the spell’s minimum caster level. If the artisan possesses levels in a spellcasting class, these levels stack for this purpose in regard to spells on that class’s spell list. An artisan still adds 5 to the DC to create the item for every prerequisite spell he does not have access to.
Magical Affinity (Ex)
Enhancement Pool (Su)
At 1st level, an artisan can expend 1 point from his enhancement pool as a swift action to grant any weapon, shield or suit of armor within 30 ft a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the item gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the item, stacking with existing enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following properties:
For weapons: flaming, flaming burst, keen, shock, shocking burst, speed, defending, distance, returning, seeking, wounding or vorpal.
For armor: fortification (light, medium, heavy), trapwarding, invulnerability, ghost touch, or spell resistance (13, 15, 17, 19).
For shields: arrow catching, arrow deflection, reflecting, blinding, or bashing.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the item already has, but duplicates do not stack. If the item is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the enhancement pool point is spent and cannot be changed until the next time the artisan enhances the item.
At 5th level, add Craft Magic Arms and Armor and Craft Wand to the list.
At 8th level, add Forge Ring and Craft Rod.
At 11th level, add Craft Staff. If playing with alternate item creation feats (Inscribe Rune, Inscribe Magical Tattoo, Brew Fleshcrafting Poison, etc,) add them to the list at the appropriate level. If you possess both the Craft Wondrous Item and Craft Weapons and Armor item creation feats, add Craft Construct to the list.
Magical Essence (Su)
Whenever the artisan gains a level, his magical essence pool is lost and replaced by the new value associated with his level on Table: Artisan. If the artisan has any remaining magical essence, that magical essence does not carry over.
Crafter's Art (Ex)
Whenever an artisan enchants an item that falls inside his crafter’s art, he may choose to double the cost of the raw materials in order to enchant the item in half the time. This stacks with every other method for decreasing the crafting time of a magic item.
Master Craftsman: Craft(Carpentry)
Magical Affinity: +1 competence bonus to make a magic item with craft or profession, +1(half level, minimum 1) competence bonus to Use Magic Device.
Enhancement Pool: 3/3
Creation Feat: Scribe Scroll
Magical Essence: 100/100gp
Crafter's Art: Arcana
Empower Damage (Ex): Whenever you use a scroll, wand, or staff to cast a spell that deals damage, you deal an extra amount of damage equal to half your class level (minimum 1.)