| Full Name |
Caledonensis |
| Race |
Halfling |
| Classes/Levels |
Arcanist/4 |
| Gender |
Male |
| Size |
3'6"/40lbs |
| Age |
31 |
| Alignment |
Chaotic Neutral |
| Deity |
Nethys |
| Location |
Inner Sea; Touvette (River Kingdoms) |
| Languages |
Common, Abyssal, Draconic, Elven, Infernal |
| Homepage URL |
https://drive.google.com/file/d/0B1zg08q_w1MwaV9XY2ZXUk5adGs/edit?usp=shari ng |
| Strength |
8 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
18 |
| Wisdom |
10 |
| Charisma |
9 |
About Caledonensis
A tall, slender halfling with short, messy, light brown hair with mutton chops and hazel eyes. He's dressed in black wizard's robe. He walks with a quarterstaff and a backpack is slung from his shoulders and a sling and several wands hang from his belt.
The son of an halfling innkeeper in Touvette, he was a bright lad who was always getting into trouble. At one point during his teenage years he snuck into a wandering wizards wagon to see what he could find that was interesting. Unfortunately he was not able to get out, as something blocked his entry way while he was examining items in the wagon. He ended up falling asleep after not being able to get out. The wizard, who discovered the young stowaway after a day's travel, took him on as an apprentice. As an apprentice he found that he had the knack of wizardy. The harder he studied and the more he learned, the more he became consumed with learning and practicing magic. Alas the wizard died due to an incident of banditry in which he had attempted to "keep the roads open'. The young apprentice was saved by the a group of Pathfinders who happened on the scene shortly before his potential demise. With his master dead, he took over all the old wizard's books and joined the Pathfinders.
------
AC: 2 (stat), 1 (size), 1 (feat)
HP: 18 (base), 8 (con), 4 (favored)
Halfling Racial Trait: Fleet of Foot
Favored Class Bonus: Hit Point (3), Skill Point (Linguistics)
Lang: Abyssal (int), Draconic (int), Infernal (int)
Traits: Eyes and Ears of the City (Abadar) (Advanced Player's Guide, p.333); Reactionary (Advanced Player's Guide, p.328)
Frame: 15
Prestige: 7
XP: 9
------
Campaigns
#5-01 The Glass River Rescue Tier 1-2; Paizo PbP; 8/8/2014
GP Gain: 1,266 (516 + 750 for 2PP); GP Lost: 0; XP Gain: 1; PP Gain: 2; PP Lost: 2 (CLW Wand); Fame: 2; PP: 0; XP: 1
#6-01 Trial by Machine Tier 1-2; Emmetts, Downers Grove, IL; 8/24/2014
GP Gain: 1,261 (511 + 750 for 2PP); GP Lost: 0; XP Gain: 1; PP Gain: 2; PP Lost: 2 (MM Wand); Fame: 4; PP: 0; XP: 2
Scenario 47 The Darkness Vengeance Tier 1-2; Home Game, Streamwood, IL; 10/11/2014
GP Gain: 515; GP Lost: 0; XP Gain: 1; PP Gain: 2; Fame: 6; PP: 2; XP: 3
The Emerald Spire The Tower Ruins Tier 1-2; Emmetts, Downers Grove, IL; 12/21/2014
GP Gain: 1398; GP Lost: 0; XP Gain: 3; PP Gain: 4; PP Lost: 2 (Shield Wand); Fame: 10; PP: 4; XP: 6
The Emerald Spire The Cellars Tier 1-3; Emmetts, Downers Grove, IL; 2/8/2015
GP Gain: 1536; GP Lost: 0; XP Gain: 3; PP Gain: 5; PP Lost: 2 (Land Rush); Fame: 15; PP: 7; XP: 9
#6-18 From Under Ice; Emmetts, Downers Grove, IL; 5/3/2015
GP Gain: 1197; GP Lost: 0; XP Gain: 1; PP Gain: 2; PP Lost: 0; Fame: 16; PP: 9; XP: 10
------
CN small humanoid (halfling)
Init +4; Senses Perception +10,
Languages Azlanti, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Osiriani
------
AbilitiesStr 8,Dex 14,Con 14,Int 19,Wis 10,Cha 9
AC 14, touch 14, flat-footed 11
hp 29 (4HD)
Fort +4, Ref +4, Will +5
------
Speed 30 ft. (6 squares)
Face5 ft.Reach5 ft.
Base Atk +2; CMBv +0; [b]CMD 13
Ranged sling (small)+5 (1d3-1)
Ranged alchemist's fire (flask) (small)+5 (1d4+1)
Melee dagger (small)+2 (1d3-1/19-20)
Ranged dagger (small/thrown)+5 (1d3-1/19-20)
Melee quarterstaff (small)(two handed) +2 ((two handed) 1d4-1)
Special Qualities Cantrips, Arcane Reservoir, Arcanist Exploit, Consume Spells, Dimensional Slide, Fearless, Fleet of Foot, Halfling Luck, Keen Senses, Quick Study, Weapon and Armor Proficiency, Weapon Familiarity,
Feats Dodge, Weapon Focus (Spells (Ray))
Skills Acrobatics +2, Appraise +4, Bluff -1, Climb -1, Craft (Untrained) +4, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +8, Intimidate -1, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Planes) +11, Knowledge (Religion) +8, Linguistics(Draconic, Azlanti) +9, Perception +10, Perform (Untrained) -1, Profession (Librarian) +4, Ride +2, Spellcraft +11, Stealth +6, Swim -1,
------
Possessions
outfit (explorer's/small)
ioun torch
dagger (small)
quarterstaff (small)
Sling (Small) ; Handy Haversack [ Bedroll (Small); Pouch (Belt) (Small); Pouch (Belt) (Small); Pouch (Belt) (Small); Flint and Steel; Waterproof Bag (Small); Mug or Tankard (Clay); Oil (1 Pint Flask) (x4); Scroll Case; Scroll Case; Pouch (Belt) (Small) (x2); Sack (Small); Sack (Small); Tindertwig; Waterskin; Waterskin (Filled) (Small); Whetstone; Shaving Kit; Rations (Trail/Per Day) (Small) (x2); Waterproof Bag (Small); Traveler's Any-Tool; Alchemist's Fire (Flask) (Small) (x3); Page of Spell Knowledge (Protection from Evil); ]
Pouch (Belt) (Small) [ Measuring Cord; Oil (1 Pint Flask); ]
Pouch (Belt) (Small) [ Bullet (Sling) (x10); ]
Pouch (Belt) (Small) ; Pouch (Belt) (Small) [ Coin (Copper Piece) (x8); Coin (Silver Piece) (x9); Coin (Gold Piece) (x33); Coin (Platinum Piece) (x15); ]
Pouch (Belt) (Small) [ Bullet (Sling) (x10); ]
Pouch (Belt) (Small) [ Jade; ]
Waterproof Bag (Small) [ Ink (1 oz. Vial) (x5); Inkpen (x2); Journal; Parchment (Sheet) (x20); ]
Waterproof Bag (Small) [ Spellbook (Wizard's/Blank); ]
Mug or Tankard (Clay) ; Scroll Case ; Scroll Case ; Sack (Small) ; Sack (Small) ; Waterskin ; Adventurer's Sash (Small) [ Scroll (Darkvision) (x2); Scroll (See Invisibility); Alchemist's Fire (Flask) (Small) (x2); Wand of Cure Light Wounds; Wand of Mage Armor; ]
Wrist Sheath (spring loaded) [ Wand of Magic Missile; ]
Wrist Sheath (spring loaded) [ Wand of Shield; ]
------
Prepared Spells
Arcanist (CL 4th):
2nd - hideous laughter (DC 16)
1st - color spray (DC 15) , grease (DC 15) , magic missile , sleep (DC 15)
------
Spellbook (Wizard's/Blank)
Arcanist (CL 4th):
2nd - blur (DC 16) , fox's cunning (DC 16) , glitterdust (2) (DC 16) , hideous laughter (DC 16) , mirror image (DC )
1st - burning hands (DC 15) , color spray (DC 15) , comprehend languages (DC ) , detect secret doors , enlarge person (DC 15) , grease (DC 15) , hold portal , mage armor (DC 15) , magic missile , ray of enfeeblement (DC 15) , shield (DC ) , shocking grasp (2) , silent image (DC 15) , sleep (DC 15)
0th - acid splash , arcane mark , bleed (DC 14) , dancing lights , daze (DC 14) , detect magic , detect poison , disrupt undead , flare (DC 14) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , ray of frost , read magic (DC ) , resistance (DC 14) , touch of fatigue (DC 14)
------
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. Your arcane reservoir can hold an amount of magical energy equal to twice the arcanist's level. Each day when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist's powers (see arcane exploits). In addition, you can expend one point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the DC of the spell by 1. You can expend no more than one point from your reservoir on a given spell in this way.
Arcanist Exploit By bending and sometimes even breaking the rules of magic, you learn to channel the power you harness to create a wide variety of magical effects. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every two levels thereafter, you learn 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 you to expend points from your arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the your level + your Charisma modifier.
Consume Spells (Su) You can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if you had used it to cast a spell. In doing so, you adds a number of points to your arcane reservoir equal to the level of the slot consumed. You cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 40 feet to any location you can see; this is in place of 5 feet of movement. You can only use this ability once per round. You do not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.
Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Quick Study (Su) You can prepare a spell in place of an existing spell by expending 1 point from your arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. You must be able to reference your spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Weapon and Armor Proficiency Arcanist are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a arcanist's gestures, which can cause his spells with somatic components to fail.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.