About BustralHP: 15 AC: 14(15)(16) Initative: 4 Perception: 4
Ancestry: Automation
Staff: +4; 1d8+1 (2-handed)
SKILLS: acrobatics (T; 4); arcana (T; 7); athletics (T; 4); crafting (T; 7); diplomacy (T; 4); Lore (Automaton; T; 7); Lore (Library; T; 7); Lore (Pathfinder Society(T; 7); nature (T; 4); occultism (T; 7); religion (T; 4); society (T; 7); stealth (T: 4). RACIAL ABILITIES: Automaton Core:
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Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don’t have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via positive energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points (Core Rulebook 459). Constructed Body:
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Your physiological needs are different than those of living creatures. You don’t need to eat or drink. You don’t need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don’t take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can’t recover until you enter standby for 2 hours. Low-light Vision:
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The creature can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. ANCESTRY HERITAGE: Mage Automaton:
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The chamber housing your core has a more direct connection to the rest of your humanoid shape, allowing you to tap into your core’s magical energy. You gain one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Choosen: Daze. ANCESTRY FEAT: Automaton Lore:
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You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in Arcana and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore feat for Automaton Lore.
Enhancement Your gain greater understanding. Increase your proficiency rank in either Arcana or Crafting, as well as Automaton Lore, to expert. If you were already an expert in the chosen skill, increase your rank to master instead. BACKGROUND: Spell Seeker:
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Conventional magic can only hold your attention for so long. Instead, you’ve devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in either the Arcana skill or Occult skill, as well as the Library Lore skill. You gain the Recognize Spell skill feat. Recognize Spell:
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Prerequisites: trained in Arcana, Nature, Occultism, or Religion
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
CLASS FEATURES: Arcane School: School of Battle Magic: Spoiler:
Magic is power, and there are always those who will use power for the art of battle. You may have studied in the military of a nation of the brink of war—Cheliax and Andoran perhaps, or Geb and Nex. You summon whirling energies that can lay waste to both soldiers and armies, while being sure not to neglect arcane countermeasures for common tactical complications or the shields and defenses that keep combatants alive on the battlefield.
Curriculum cantrips: shield, telekinetic projectile; 1st: breathe fire, force barrage, mystic armor; 2nd: mist, resist energy; 3rd: earthbind, fireball; 4th: wall of fire, weapon storm; 5th: howling blizzard, impaling spike; 6th: chain lightning, disintegrate; 7th: energy aegis, true target; 8th: arctic rift, desiccate; 9th: falling stars School Spells initial: force bolt; advanced: energy absorption School Spell: Force Bolt:
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1 action: Focus; Uncommon; Force; Manipulate
Range: 30 feet; Targets: 1 creature You fire an arrow-shaped bolt of force, one of the most common and reliable forms of battle magic. It automatically hits and deals 1d4+1 force damage to the target. Heightened (+2) The damage increases by 1d4+1. Arcane Thesis: Staff Nexus
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Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You’ve formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.
You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell’s rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn’t require charges. You can Craft your makeshift staff into any other type of magical staff for the new staff’s usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells. At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells. Drain Bonded Item:
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Free Action Frequency: once per day Requirements: Your bonded item is on your person.
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements. Widen Spell:
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1 action; You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Spell attack: +7 Spell DC: 17
Spellbook:
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Cantrips: caustic burst; detect magic; electric arc; frostbite; light; live wire; message; read aura; shield*; telekinetic hand; void warp. 1st: chilling spray; dizzying colors; force barrage*; gentle landing; horizon thunder sphere; mystic armor*; runic weapon; thunderstrike. EQUIPMENT:
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Dagger; staff; backpack; basic crafters book; climbing kit; clothing (Ordinary; winter); Flint & steel; formula book; repair kit; Writing set; spellbook; religious symbol(wooden). Magical Equipment:
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Healing, minor (2/2) elixir of Life, minor (2/2) Formula Book:
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Crying angel pendant; Jade cat; potency crystal; runestone. |
