Kwava

Calathes Neverion's page

225 posts. Alias of Talomyr.


Full Name

Calathes Neverion

Race

Elf

Classes/Levels

Arcanist L1 | AC12 (16) T12 FF10 (14) | HP: 7/7 | F+1 R+2 W+2(+4) | Init+2 | Perc+7 | Reservoir: 4/4

Gender

Male

Size

Medium

Age

130

Special Abilities

Arcane Reservoir, Aranist Exploit, Cantrips, Consume Spell

Alignment

Neutral

Deity

Nethys

Location

Sandpoint, Varisa

Languages

Taldane (Common), Elven, Draconic, Goblin, Varisian, Thassilonian

Occupation

Pathfinder

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 11
Charisma 15

About Calathes Neverion

Description:

Hair: Nearly White
Eyes: Black
Height: 5’10”
Weight: 145 lbs.

You see a clean, neatly dressed elf. His clothes and robes and well cared for, but not particularly expensive in nature. Prominant among his possessions is a proudly displayed holy symbol of Nethys.

Personality:

Calathes comes off as polite man, but upon further review has a bit of "used to getting his way, and not pleased when he doesn't" about him. A bookworm in the extreme, he will lose himself in history texts for hours maybe even days if allowed, particularly if it has something to do with the Ancient Thassilonian Empire.

Background:

Calathes is a member of the Pathfinder Society who has a religious fervor towards magic, and wanting to learn about the Rune Magic of the Ancient Thassalonians in particular. Having completed his initial stewardship with the Society in Absalom, he has finally been given permission to go on his first expedition to Varisa to learn more about Thassilon behalf of the Society, all be it a poorly funded one. One of Calathes' first orders of business after arriving in Sandpoint is to find a group that will aid him on his expedition. He understands a bit of prid pro quo may be in order to get his way, so he is more than willing to do so.

Combat Statistics:

AC: 12 (Touch 12, Flat-Footed 10); 16 with Mage Armor
Initiative: +2

Concentration: +4 (+6 to cast defensively)

Move: 30 ft.

HP: 7

BAB: +0 CMB: +0 CMD: 12

Attack Options:
Staff +0 (1d6; x2)
Ranged Touch +2 (Per Spell)
Light Crossbow +2 (1d8; 19-20/x2)
Dagger +0 melee, +2 thrown (1d4; 19-20/x2)

Saving Throws
Fortitude: +1 Reflex: +2 Will: +2 (+4 vs. enchantment)

Traits:

Seeker: (Social) You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks an Perception is always a class skill for you.

Scholar of the Ancients: (Campaign) Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Feats:

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Equipment:

staff, dagger, backpack, light crossbow, 20 bolts, flint & steel, spell component pouch, Explorer's Outfit, bottle of fine wine, 2 sunrods, signet ring, 20 sheets of paper, ink, pen, chalk, small mirror, spellbook, wooden holy symbol of Nethys

Scrolls:

Money:
5 gp 5 sp 7 cp

Skills:

Acrobatics +2
Appraise +3
Bluff +2
Climb +0
Craft(Untrained) +3
Diplomacy +2
Disguise +2
Escape Artist +2
Fly +2
Heal +0
Intimidate +2
Perception +7 (1 rank, +1 trait, +3 class skill, +2 racial)
Perform(Untrained) +2
Ride +2
Sense Motive +0
Stealth +2
Survival +0
Swim +0
Knowledge(Arcana) +8 (1 rank, +3 Int, +3 class skill, +1 trait)
Knowledge(History) +8 (1 rank, +3 Int, +3 class skill, +1 trait)
Knowledge(Religion) +7 (1 rank, +3 Int, +3 class skill)
Linguistics +7 (1 rank, +3 Int, +3 class skill)
Spellcraft +7/+9 to identify magic items (1 rank, +3 Int, +3 class skill)

Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Arcanist Abilites:

Favored Class: +0 HP; +1 Skill Point

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.

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.

- Flame Arc: The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.

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. 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.

Spells in Spellbook:

0 Level: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue

1st Level: Color Spray, Comprehend Languages, Mage Armor, Magic Weapon, Protection from Evil, Shield

Spells Typically Prepared:

0 Level (DC 13): Acid Splash, Detect Magic, Mage Hand, Prestidigitation

1st Level (3/day; DC 14): Color Spray, Mage Armor

Current Status:

HP: 7/7
1st Level: 2/3
Arcane Resevoir: 4/4
Conditions: None

Potential Advancement Plans:

2nd - New Spells: Magic Missile, Enlarge Person
3rd - New Spells: Vanish, Ray of Enfeeblement; Exploit: Dimensional Slide; Feat: Deific Obedience
4th - New Spells: Scorching Ray, Glitterdust; +1 Charisma
5th - New Spells: Create Pit, Mirror Image; Feat: Extra Exploit; Exploits: Energy Shield, Spell Tinkerer
6th - New Spells: Fireball, Dispel Magic