Ezren

Arcanos Fiendbane's page

60 posts. Organized Play character for PatheticWretch.


Full Name

Arcanos Fiendbane

Race

Human

Classes/Levels

Arcanist 2 | HP 16/16 | AC 13; Tch 12; FF 11 | F +2; R +2; W +2 | CMB-1; CMD 11 | Speed 30 ft | Init +4 | Quarterstaff: -1 (1d6-2) | Perc +3

Age

70

Strength 7
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 9
Charisma 12

About Arcanos Fiendbane

Arcanos Fiendbane
Male Arcanist (Occultist) 2
LG Medium Humanoid (Human)
Init +4 (Reactionary); Senses Perception +3
Languages Common, Abyssal, Celestial, Draconic, Infernal

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DEFENSE
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AC 13, touch 12, flat-footed 11
    (+2 Dex, +1 armor)
hp 16 (2d6, +4 Con, +2 favored)
Fort +2, Ref +2, Will +2
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee -1 Quarterstaff (1d6-2/x2)
Ranged +3 Sling (1d4-2/x2)
Base Atk +1; CMB -1; CMD 11
Special Attacks Arcane Reservoir (3/day, 4 max), Conjurer's Focus (Summon Monster I as standard action)
Prepared Spell List: Arcanist (CL 2, Concentration +6):
    1st (4/day)- color spray, snowball (DC 16)
    0th - acid splash, dancing lights, detect magic, prestidigitation, read magic
Scrolls obscuring mist
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STATISTICS
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Abilities STR 7, DEX 14, CON 14, INT 19, WIS 9, CHA 12
Feats Spell Focus (Conjuration), Augment Summoning
Traits Magical Lineage (dispel magic), Reactionary
Skills Acrobatics +2, Appraise +4, Bluff +1, Climb -2, Craft (Oddities) +9, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Heal -1, Intimidate +1, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) +8, Perception +3, Ride +2, Sense Motive -1, Spellcraft +9, Stealth +2, Survival -1, Swim -2, Use Magic Device +8
SQ Arcanist Exploits, Consume Spells
Combat Gear wand of infernal healing [49/50], potion of cure light wounds, acid flask (x3) Other Gear longsword, quarterstaff, dagger (cold iron), sling, bullets (10), spellbook, spell components pouch (x2), scroll case (x3), haramaki, backpack, bandolier, bedroll, rations (trail/per day)(x3), rope (silk/50 ft.), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smoked goggles, earplugs, MW perception tool, MW use magic device tool, spring-loaded wrist sheath (wand of infernal healing), 1,216 gp

Spellbook:
     Level 1: color spray, enlarge person, feather fall, grease, magic missile, shield, snowball
    Level 0: acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

SPECIAL ABILITIES:

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She 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 arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
Bonus Feat: Humans select one extra feat at 1st level.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. 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.
Conjurer's Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
This ability replaces the arcanist exploit gained at 1st level.
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she 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 her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Planar Spells: An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spellcasting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spell Books: An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.
Weapon and Armor Proficiencies: 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 (see Arcane Spells and Armor).

BACKGROUND:

An older man with mostly white hair, though with some gray clinging about his lips and ears, nods sagely. He is tall though stooped by time, with a long face, and eyes that are deep and dark. He wears a light-colored robe that changes colors slightly, almost looking like prismatic light, as he moves. He has an old longsword buckled around his waste, though he leans on a staff.

He speaks with a melodic voice from under bushy eyebrows.

"I am Arcanos Fiendbane. I have knowledge of things magical and from all planes of existence. I am a student of magic, and an enemy of all kinds of demons and devils," he adds.

"I look forward to our journeys together."

PFS:

Boons and Vanities:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

PFS# 132076-33
XP 3
Prestige/Fame 4/6
Faction Silver Crusade
-Faction Card/Rewards [0 goals ()]

Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of infernal healing [-2 PP], potion of cure light wounds [-50 gp], scroll of obscuring mist [-25 gp], MW perception tool [-50 gp], MW use magic device tool [-50 gp]
*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]

Level Progression:

Level 1:
Class Taken: Arcanist
Class Feature Gained:
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2+4+1): craft (oddities)(1), knowledge (arcana)(1), knowledge (planes)(1), knowledge (religion)(1), perception (1), spellcraft (1), use magic device (1)
Feats:

Level 2:
Class Taken: Arcanist
Class Feature Gained:
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2+4+1): craft (oddities)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (nature)(1), perception (1), spellcraft (1), use magic device (1)

Dice:

[dice=knowledge arcana/dungeoneering/local/nature/planes/regligion]1d20+8[/dice]

[dice=ranged touch attack]1d20+3[/dice]