Blacksmith

Arizani Boomhandle's page

16 posts. Alias of Aldarionn.


Full Name

Arizani Boomhandle

Race

Gnome

Classes/Levels

Arcanist (Occultist)

Gender

Male

Size

Small

Age

87

Alignment

Neutral Good

Deity

Desna

Location

Stolen Lands

Languages

Common, Gnome, Sylvan, Draconic, Elven, Goblin, Terran, Hallit

Occupation

Alchemist

About Arizani Boomhandle

Arizani Boomhandle
Male Gnome Arcanist (Occultist) 1
NG Small humanoid (Gnome)
Init +4; Senses Low-Light Vision, Perception +7
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+3)
Fort +2, Ref +2, Will +2 (+2 Sv. VS Illusion Spells and Effects)
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Offense
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Speed 20 ft.
Ranged Light Crossbow +3 (1d6/19-20)
Special Attacks
Spell Like Abilities (CL 1st, Concentration +4)
1/day-Dancing lights, Ghost Sound, Prestidigitation, Speak with Animals
Arcanist Spells Prepared (CL 1st, Concentration +4)
1st-(3/day)[][][]Color Spray (Will DC15), Grease (Ref DC15)
0(At Will)-Arcane mark, Daze (Will DC13), Detect Magic, Mage Hand
Spells Known
1st-Shield, Grease, Mage Armor, Magic Missile, Color Spray, Ray of Enfeeblement
0-Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane mark, Prestidigitation
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Statistics
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Str 6, Dex 14, Con 14, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -3; CMD 9
Feats Spell Focus (Conjuration)
Traits Reactionary, Seeker, Pioneer (Knowledge: Nature)
Skills (Unchained Background Skills: * = Trained, ** = Background)) Acrobatics +2, Appraise +3, Bluff +5*, Climb -2, Craft (Alchemy) +7**, Diplomacy +4, Disguise +3, Escape Artist +2, Fly +4, Heal +0, Intimidate +3, Knowledge (Arcana) +7*, Knowledge (Nature) +8*, Knowledge (Planes) +9*, Linguistics +7**, Perception +7*, Ride +2, Sense Motive +0, Spellcraft +7*, Stealth +6, Survival +0, Swim -2;
Languages Common, Gnome, Sylvan, Draconic, Elven, Goblin, Terran, Hallit
SQ Academician (Knowledge: Planes), Gift of Tongues, Keen Senses
Other Gear Wizard's kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Ink, inkpen, Iron Pot, Mess Kit, Soap, Spell component Pouch, 10 Torches, 5 Days Rations, Waterskin), Spellbook, Pony, Saddle, Saddlebags, Light Crossbow, 20 Bolts, Scroll of Mage Armor, 2x Potion of Cure Light Wounds, 3gp
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Special Abilities
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Arcane Pool 3/4:[X][][][]
Consume Spells 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.
Seeker Gain +1 trait bonus on Perception Checks and Perception is always a class skill.
Reactionary Gain +2 to Initiative checks.
Pioneer Begin play with a horse, and gain +1 on Knowledge (Nature) checks.
Gift of TonguesGnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Keen Senses Gnomes receive a +2 racial bonus on Perception checks.
Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
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Gear Purchased
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150gp Budget
Wizards Kit: 21gp
Spellbook: Free
Pony: Free (trait bonus)
Riding Saddle: 10gp
Saddle Bags: 4gp
Light Crossbow: 35gp
20 Bolts: 2gp
Scroll of Mage Armor: 25gp
2x Potion of Cure Light Wounds: 50gp
Total Spent: 147gp
Left Over: 3gp
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Planned Progression
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Feats Augment Summoning(3), Craft Wondrous Items(5), Spell Penetration(7), Craft Rod(9), Greater Spell Penetration(11), Persistent Spell(13), Greater Spell Focus (Conjuration)(15)
Arcane Exploits Ice Missile(3), Dimensional Slide(5), Counterspell(9), Greater Counterspell(11), Icy Tomb(13), Potent Magic(15), Counter Drain(17), Quick Study(19)
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Background
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Arizani Boomhandle comes from a family of gnomes known for their inquisitive minds and a tendency to practice alchemy. Unfortunately their impulsive and hyperactive nature often lands them in trouble when the wrong chemicals accidentally come in contact.....

Nobody recalls the Boomhandle's original surname, who replaced it, or if they even had one to begin with, but Boomhandle seemed to suit the family and it stuck. Ari's alchemical training from his uncle Razzy gave him a foundation with which to start his own business, but his passion for the arcane and whispers of a closeness to the First World are what set him on the path to the Stolen Lands.

When the Swordlords issued their call for settlers Ari took his uncles best pony and struck out for Rostland. Surely if a way to the First World were to be found it would appear in the Stolen Lands, thick with fey creatures and rumors of Gnomish travelers being spirited off to the mysterious land of their origin. For better or worse Ari hopes explore these lands in search of any information that might lead him to the home he never knew, and perhaps one day he might just see it for himself!