Female Human

Bobbi Starkaz's page

33 posts. Alias of Angie H.


Race

Human Arcanist

Classes/Levels

Arcanist 1 | AC 11| HP 8/8 | Arcane reservoir 4/4 |Init +3

About Bobbi Starkaz

Name
Human Arcanist
Level 1
Initiative: +3

Background:

Appearance
Bobbi never knew what land her parents came from, or why they settled in Ustalav. Such trivialities were unimportant. The study of magic was all that mattered, and they devoted their lives to it. If she'd been a certain kind of child, she'd have wondered why they'd had her at all. But she didn't have that type of curiosity within her.

Her parents, both wizards, were delighted when Bobbi started to show a magical aptitude at the tender age of three. But it quickly became apparent that it wasn't strict book-learning that she was recreating. There was something of the stink of sorcery around the child.

Horrified, over the next few years, her parents tried everything to discourage the spontaneous sorcery of their offspring. Positive reinforcement - they rewarded her for diligent studies and clever insights. Negative reinforcement - they punished her when she did anything they felt was improper. Which was a lot. At first it was she was shouted at, sent to her room, made to skip dinner. When that didn't work, they escalated to beatings, sending her to the basement, to be left in the dark, starved for days.

Bobbi, named for famous wizard Roberta Brightmantle, could not please her parents. She tried, she really did. She learned the spells, she copied them into her spellbook, she studied them every morning. But when she tried to do the magic, it just came out...sideways.

Finally, her parents became desperate. Bobbi hit puberty, and things were getting worse. They knew of a hedge-witch, well-respected (as they are in Ustalav). She knew of their struggles, and offered to cure the child of her sorcery. Bobbi's mother would have accompanied her there, but their research on that new spell was nearing completion, and she couldn't leave, not now. Bobbi was sent off, past the village, into the fens. She never came home.

Waking up in the cell, Bobbi was terrified, but that was nothing new. It seemed she'd been afraid her whole life. And now there was something new to be afraid of. Something she'd done, something horrible. Bobbi was pretty sure she didn't want to remember what it was.

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DEFENSE
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AC 11
HP 8

Saving throws
Fort: +2 (0+2)
Ref: +2 (0+1+1) (trait)
Will: +3 (2+1)
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OFFENSE
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Speed 30 ft.
Melee
Dagger -2
Damage 1d4 -2

Ranged
Sling +1
Damage 1d4+1

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STATISTICS
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Str 7, Dex 12, Con 14, Int 20, Wis 10, Cha 14
BAB +0, CMB = -2, CMD = 9

CLASS FEATURES
Arcane Reservoir: 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.
Arcane Exploits: 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.
1st level exploit: Dimensional Slide: The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
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.

TRAITS
Desperate focus: +2 bonus to concentration checks (magic)
Twitchy: +2 on initiative and +1 on Ref saves (campaign)

SPELLS
Cantrips 4/day prepared
Daze
Mage Hand
Read Magic
Shape Water

1st level 2/day prepared, can cast 4/day
8 known at 1st level:
Break
*Colour spray
Floating Disc
Grease
Magic missile
*Obscuring mist
Shadow trap
Stumble gap

SKILLS: 8/level
Acrobatics: +1
Bluff: +2
Climb: -2
*Craft:
Diplomacy: +2
Disguise: +2
Escape Artist: +1
*Fly: +1
Heal: +0
Intimidate: +2
*Knowledge (arcana): 1r +3cc +5 = 9
*Knowledge (dungeoneering):
*Knowledge (local):
*Knowledge (nature): 1r +3cc +5 = 9
*Knowledge (planes): 1r +3cc +5 = 9
*Knowledge (religion):1r +3cc +5 = 9
Perception: +0
Ride: +1
Sense Motive: 1r +3cc +0 = 4
*Spellcraft:1r +3cc +5 = 9
Stealth: +1
Survival: +0
Swim: -2
*Use Magic Device: 1r +3cc +2 = 6

Background Skills
*Appraise: +5
*Craft:
*Knowledge (engineering):
*Knowledge (geography):
*Knowledge (history):1r +3cc +5 = 9
*Knowledge (nobility):
*Linguistics: 1r +3cc +5 = 9
Perform: +1
*Profession:

Languages: Common, Skald, Varisian, Orcish, Draconic, Sylvan
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GEAR/POSSESSIONS
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Starting wealth rolled = 70gp
Sling and stones (free)
Dagger (2gp)
Spellbook (free)
components pouch (free)
Healing potion (50gp)
Ink, quill, scrollcase and 10 parchment (12gp)
Assorted games (dice, cards, bouncy ball, marbles, dominoes) (1gp)
Canteen of milk (2gp)
Traveler's outfit (1gp)
Backpack (2gp)