Rexus Victocora

Cheswick Saunterlane's page

67 posts. Organized Play character for miteke.


Full Name

Cheswick Saunterlane

Race

| Appr +8, Perc +0, Kn All +8, Ling +8, Spellcraft +9, UMD +6

Classes/Levels

| Active Conditions: None

Gender

Male L/N Human Arcanist/3 | HP: 26/26 | AC Norm/Tch/FF: 11/11/10 | CMB/CMD: +0/12 | F/R/W: +4/3/5 | Init: +8 | Speed 30 ft

Homepage URL

Google Docs for Cheswick

Strength 10
Dexterity 12
Constitution 15
Intelligence 18
Wisdom 10
Charisma 14

About Cheswick Saunterlane

Resource Tracking:

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Loot Held:
Arcanist Reservoir (4/6):
Wand of Infernal Healing uses:
Wand of Magic Missile uses:
Consume Spells (2/day):
Level 1 Spell uses (5/day):
Consumables expended:
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A plainly and unpretentiously dressed man in normal street clothes, looking more like a servant than a pathfinder. He has brown hair, a neatly trimmed mustache and a receding hairline.

He is a bit awkward in social situations, often second guessing what he should have said and worrying that it might be taken wrong, and overusing sarcasm.

Main Stats:

Cheswick Saunterlane (141936-17) L/N Male Human Arcanist/3
Faction Grand Lodge

Str 10, +0 {10[race] +0[0 points spent]}
Dex 12, +2 {10[race] +2[2 points spent]}
Con 15, +2 {10[race] +3[3 points spent] +2[Dual Talent]}
Int 18, +4 {12[race] +6[10 points spent]}
Wis 10, +0 {10[race] +0[0 points spent]}
Cha 14, +2 {10[race] +4[5 points spent]}

Init +8 {+1[dex] +2[reactionary] +4[imp init] +1[ioun stone]}
Senses Normal
Speed 30 ft.
Base Attack +1
Languages Common, Osirian, Elven, Necril, Terran, Kelish, Sign Language

Defense:

HP 26 {+14[3d6] +6[con] +3[favored class] +3[toughness]}
CMD 12 {11 +1[BAB] +0[str] +1[dex]}
AC normal 11, touch 11, flat-footed 10 {10 +1[dex]}

Fort +4 {+2[con] +1[arcanist] +1[cloak]}
Ref +3 {+1[dex] +1[arcanist] +1[cloak]}
Will +5 {+0[wis] +1[indomitable faith] +3[arcanist] +1[cloak]}
Special Saving Throw Bonuses:

  • None

  • Offense:

    CMB +1 {+1[BAB] +0[str]}

    Normal Attacks

  • +1/1d4 Dagger [crit 19-20/x2; S) {+1[BAB] +0[str]/1d4 +0[str]}

    Ranged

  • +1/1d4 Sling [rng: 50 ft;crit 20/23; P] {+0[BAB] +1[dex]/1d4 +0[str]}

    Specials

  • Spells:

    Specials
  • Concentration +7 {+3[class] +4[stat]}

    Spells Available per day:

  • Level 0: inifinite
  • Level 1: 5 {4 +1[stat]}

    Cantrips DC 14 {10 +1[level] +4[int]}

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Light
  • Daze
  • Read Magic: 1 page per minute. 10 min/lvl
  • Acid splash

    Level 1 DC 15 {10 +1[level] +4[int]}

  • Color Spray:
  • Delusional Pride: The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and compulsion effects.
  • Ray of Enfeeblement: close, ray, 1d6+1 {1d6+2[1/2 (lvl + 1)][salt alch pow comp]} str damage, 1r/lvl. Fort for half.

  • Skills:

    Skill Ranks 18 {(2+4[int]) * 3[class level]}

    Acrobatics +2 {+0[ranks] +1[dex] -xx[ACP]}
    Appraise +8 {+1[ranks] +4[int] +3[class]}
    Bluff +2 {+0[ranks] +2[cha]}
    Climb +0 {+0[ranks] +0[str] -xx[ACP]}
    Craft (sand art) +10 {+3[ranks] +4[int] +3[class]}
    Diplomacy +2 {+0[ranks] +2[cha]}
    Disable Device N/A {+0[ranks] +1[dex] -xx[ACP]}
    Disguise +2 {+0[ranks] +2[cha]}
    Escape Artist +2 {+0[ranks] +1[dex] -xx[ACP]}
    Fly +2 {+0[ranks] +1[dex] +3[class] -xx[ACP]}
    Handle Animal N/A {+0[ranks] +2[cha]}
    Heal +0 {+0[ranks] +0[wis]}
    Intimidate +2 {+0[ranks] +2[cha]}
    Knowledge
    - arcana +8 {+1[ranks] +4[int] +3[class]}
    - dungeoneering +8 {+1[ranks] +4[int] +3[class]}
    - engineering +8 {+1[ranks] +4[int] +3[class]}
    - geography +8 {+1[ranks] +4[int] +3[class]}
    - history +8 {+1[ranks] +4[int] +3[class]}
    - local +8 {+1[ranks] +4[int] +3[class]}
    - nature +8 {+1[ranks] +4[int] +3[class]}
    - nobility +8 {+1[ranks] +4[int] +3[class]}
    - planes +8 {+1[ranks] +4[int] +3[class]}
    - religion +8 {+1[ranks] +4[int] +3[class]}
    Linguistics +8 {+1[ranks] +4[int] +3[class] - Elven}
    Perception +0 {+0[ranks] +0[wis] +3[class]}
    Profession
    - XX N/A {+0[ranks] +0[wis]}
    Ride +2 {+0[ranks] +1[dex] -xx[ACP]}
    Sense Motive +0 {+0[ranks] +0[wis]}
    Sleight of Hand N/A {+0[ranks] +1[dex] -xx[ACP]}
    Spellcraft +9 {+2[ranks] +4[int] +3[class]}
    Stealth +2 {+0[ranks] +1[dex] -xx[ACP]}
    Survival +0 {+0[ranks] +0[wis]}
    Swim +0 {+0[ranks] +0[str] -xx[ACP]}
    Use Magic Device +6 {+1[ranks] +2[cha] +3[class]}

    Notes:

  • Gear:

    Dagger
    Sling
    20 cold iron sling bullets
    Spell Component Pouch
    Pathfinder Pouch (10 lbs, 2 cu ft)
    - Backup spell components, climber's kit, alkali flasks
    Sleeves of Many Garments
    Cloak of Resistance, +1
    Cracked Dusty Rose Prism Ioun Stone, +1 init
    Masterwork Backpack
    Spring-loaded Wrist Sheath
    Wand of Magic Missile (46 ch)
    Wand of Infernal Healing (48 ch)
    4 Scroll of Identify
    2 Scroll of Comprehend Languages
    Scroll of Expeditious Retreat
    Potion of Infernal Healing
    Antiplague
    Antitoxin
    Twitch tonic (+2 vs. sleep, paralysis, staggered and new ST)
    Wismuth salix (+2 vs. nausea/sickness and new ST)
    Impact foam (splash to help vs. fall damage)
    Buoyant balloon (twist to create atmospheric balloon with a handle)
    2 Air Crystals
    1 Alchemist's Fire
    4 Alkali Flask
    Alchemical Solvent
    Alchemical Glue
    Vermin Repellent
    Tanglefoot Bag
    Smelling Salts
    5 Salt Alch Pow Comp, +1 CL necromancy
    Climber's Kit

    Spellbook:

    Cantrips
  • All

    Level 1 11 spells [spoiler=smaller]{1 +4[int] +6[3*lvl]}[/smaller][/ooc]

  • Ant Haul
  • Color Spray
  • Delusional Pride
  • Detect Secret Doors
  • Enlarge Person
  • Identify
  • Mage Armor
  • Magic Missile
  • Ray of Enfeeblement
  • Silent Image
  • Touch of the Sea

  • Traits:

    Race Specials
  • +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level. sacrificed for Dual Talent
  • Skilled: Humans gain an additional skill rank at first level and one
    additional rank whenever they gain a level.
    sacrificed for Dual Talent
  • Dual Talant: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Starting Traits

  • Indomitable Faith (Faith)
  • Reactionary (Combat)

  • Class Abilities:

    Arcanist Reservoir (Su)
  • 6 {3 + 3[the arcanist’s level]} max
  • 4 {3 +1[1/2 the arcanist’s level]} each day
  • May spend 1 to increase level or DC by 1, only once/day/spell
    Arcanist Exploits
  • DC 13 {10 + 1[1/2 the arcanist’s level] +2[cha]}: The DC to use for any exploit if a DC is required.
  • 1) 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.
  • 3) 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.
    Consume Spells
  • Sacrifice a spell to regain reservoir, 2/day {+2[cha]/day}

  • Feats:

    Feats
  • 1) Improved Initiative
  • 3) Toughness

  • Chronicles And Boons:

    Chronicle Images
  • Chronicle 1: The Phantom Phenomenon
  • Chronicle 2: Master of the Fallen fortress
  • Chronicle 3: The Wounded Wisp
  • Chronicle 4: Giant Slayer - Battle of Bloodmarch Hill
  • Chronicle 5: Giant Slayer - Power of the Giants
  • Chronicle 6: The Twisted Circle
  • - Mercy’s Blessing: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result.
  • - Nira’s Gratitude: Thanks to your assistance in solving Mercy’s mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to learn and explore alongside of people who helped her. A spellcaster of at least 7th level can take Nira as a familiar with the Improved Familiar feat. Use the statistics for a neutral aligned soulbound doll (Pathfinder RPG Bestiary 2 255). If you make this bond with Nira, you must provide a copy of Bestiary 2 as if the improved familiar appeared on the Additional Resources page. This boon also bypasses the restriction that soulbound dolls are not normally available as familiars.
    If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.
  • Chronicle 7: School of Spirits
  • - New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange,
    she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet