Cadimus Adella

Bud Wiser's page

327 posts. Alias of trawets71.


Full Name

Bud Wiser

Race

Undead

Classes/Levels

Arcanist 7 | AC 16 T 12 FF 14 | HP 79/79 | F +7 R +4 W +5 | Init +2 | Perc +7

Gender

Male

Size

Medium

Age

312

Alignment

Chaotic Evil

Languages

Common

Occupation

Brewer

Strength 10
Dexterity 14
Intelligence 17
Wisdom 10
Charisma 20

About Bud Wiser

Character Sheet:

Size Medium
Init +2; Senses: Darkvision 60’ Perception +7

DEFENSE

AC: 20 Touch AC: 12 Flat AC: 18 (+4 armor, +2 dex, +4 shield)
HP: 79 (7d6+49)
Fortitude: +7 Reflex: +4 Will: +5

OFFENSE
Speed: 20

Ranged: Acid Jet +5 (4d6+5) ranged 30'
Ranged: Heavy Crossbow +5 (1d10/19-20 X2) Range: 120'
Melee: Longspear +3 (1d8/X3) Brace, Reach
Melee: Dagger +3 (1d4)(19-20/x2)

STATISTICS
Str 10, Dex 14, Con -, Int 17, Wis 10, Cha 20
Languages: Common
BAB: +3 CMB: +3 CMD: 15

Skills
Appraise +8 (2), Craft: Alchemy +11 (5), Kn: arcana +12 (6), Kn: Dungeoneering +7 (1), Kn: Planes +7 (1), Perception +7 (7), Profession: Brewer +9 (6), Spellcraft +13 (7), Use Magic Device +15 (7) Total:(42)

Favored Class: Archanist +1 hit point per level.

Arcanist Abilities:

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).

Spells: 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 the table above. 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 the table above. 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).

Spellbooks: 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 other wizards' spellbooks to her own.

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: DC 18 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.

Acid Jet (Su): The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of acid damage + the arcanist's Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.

Arcane Barrier (Su): As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.

Dimensional Slide (Su): 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.

Familiar (Ex): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on the table above. 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): 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. 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.

Horton:

NG Tiny magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 39 (7 HD); fast healing 2
Fort +5, Ref +5, Will +6
Immune poison; Resist acid 5, electricity 5; SR 13
Offense
Speed 20 ft.
Melee gore +7 (1d3–1 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks luckbringer
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect magic
At will—mage hand
Statistics
Str 8, Dex 15, Con 14, Int 13, Wis 12, Cha 15
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Diplomacy +4, Knowledge (arcana) +7, Perception +11, Stealth +15
Languages Common (can’t speak)
Special Abilities

Luckbringer (Su) As a standard action, a ceru can bring luck or misfortune upon any creature it can see within 30 feet. This effect lasts for 1 round, and the ceru decides in advance whether the modified luck is good or bad. If the ceru grants bad luck, anytime the target makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful DC 13 Will save negates this effect. If the ceru grants good luck, the target must choose a single roll (as above) prior to rolling, and may roll the chosen roll twice and take the higher result. A creature can only be affected by this ability once per 24 hours, and the ceru may use the ability once per day for every 4 HD it has (minimum once per day). The save DC is Charisma-based. If the ceru is a familiar, it may use its master’s character level, if higher, in place of its racial Hit Dice for determining the number of uses of this ability, and for calculating the save DC (DC = 10 + 1/2 or the master’s character level + the master’s Cha modifier).

Poison (Ex) Gore—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Feats and Traits:

FEATS
1- Extra Reservoir
1- Toughness (Bonus)
3- Expanded Preparation (Highest)
5- Extra Arcanist Exploit
7- Improved Familiar

RACIAL TRAITS
Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Undead have the darkvision 60 feet racial trait.
Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
Undead are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.
Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.
Undead are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Light Blindness (-2 RP): Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Resurrection Vulnerability: (-1 RP) Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.
Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Static Bonus Feat (2 RP):Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level. Toughness.

Traits

Gear:

Haramaki 30gp (1#), Dagger 2gp (1#), Longspear 5gp (9#), Heavy Crossbow 50gp (8#), 20 Crossbow Bolts 2gp (2#), Scroll Case 1gp (.5#), flint and steel 1gp, journal 10gp (1#), ink 8gp, inkpen 1sp, a mess kit 2sp (1#), belt pouch 1gp (.5#), 2 days trail rations 1gp (2#), waterskin 1gp (4#)

Potions: 3 Repair Undead

Scrolls: Color Spray, Comprehend Languages, Crafter's Fortune, Detect Secret Doors, Ear-Piercing Scream, Expeditious Retreat, Burning Hands, Identify, 2 Infernal Healing, Mage Armor, Magic Missile, Read Magic, Repair Undead, Shield, True Strike

Magic: Wand of Infernal Healing 750gp, +4 Headband of Charisma
+1 iStaff

Alchemical: 2 Flame Fountain Firework 100gp

Total: 30# (33/67)
1224 gp 7 sp

Backstory:

Bud Wiser died 273 years ago, though he'll never admit it. He was the brew-master at the Heavenly Louise brewery and fell into a vat of ale and drowned. He maintains that he drank it all. His bloated corpse arose during his funeral ceremony. He maintains to this day that he was just sleeping it off. He was chased out of town by the locals with pitchforks and torches and only escaped when he jumped in the Missy Sip Eye River as the smell of ale from his boy was enough for the entire town to follow him. This smell precedes him and follows him to this day, he has never been able to get rid of it. Despite being jovial two things upset him greatly, being called undead and being called a drunk. He hasn't been drunk in 273 years and he's NOT undead!

Spellbook:

Cantrips All

1st Level DC 14

Burning Hands
Color Spray
Crafter's Fortune
Ear-Piercing Scream
Floating Disc
Infernal Healing
Mage Armor
Magic Missile
Repair Undead
Shield
True Strike

2nd Level

Glitterdust
Mirror Image
Sonic Scream
Spectral Hand

3rd Level

Dispel magic
Haste
Invisibility Sphere
Loathsome Veil

Daily Resources:

Arcane Reservoir Max: 13 Current: 9

Spells:
1st level: 5 Cast: 0
2nd level: 5 Cast: 0
3rd level: 4 Cast: 0

Spells Prepared:

Cantrips: (7)

Detect Magic
Disrupt Undead
Prestidigitation
Mage Hand
Message
Ray of Frost
Touch of Fatigue

1st Level (7)

Burning Hands
Color Spray
Floating Disc
Mage Armor
Repair Undead
Shield
True Strike

2nd Level (3)

Glitterdust
Mirror Image
Sonic Scream

3rd Level (2)

Haste
Invisibility Sphere

Dice:

[dice=Acid Jet]1d20+5[/dice] [dice=Damage]3d6+5[/dice]
[dice=Heavy Crossbow]1d20+5[/dice] [dice=Damage]1d10[/dice]
[dice=Longspear]1d20+3[/dice] [dice=Damage]1d8[/dice]
[dice=Dagger]1d20+3[/dice] [dice=Damage]1d4[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Appraise]1d20+8[/dice]
[dice=Craft: Alchemy]1d20+11[/dice]
[dice=Kn: Arcana]1d20+12[/dice]
[dice=Kn: Dungeoneering]1d20+7[/dice]
[dice=Kn: Planes]1d20+7[/dice]
[dice=Profession: Brewer]1d20+9[/dice]
[dice=Spellcraft]1d20+13[/dice]
[dice=Use Magic Device]1d20+15[/dice]
[dice=Fort Save]1d20+7[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+5[/dice]

23000/34000