Corath's page

158 posts. Alias of Dragonborn3.




Spell Specialist Arcanist 1








Lawful Neutral




Common, Orc, Draconic, Giant


PVT War Mage,

Homepage URL


Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Corath

XP: 0
HD: 1d6+2(con)+1(favored class)+3(Toughness)
Hit Points: 12/12

Height: 6ft. 7in. Weight: 156lbs.
Hair: Black Eyes: Brown Skin: Gray

Fortitude: +2 =0(Arcanist)+2(Constitution)
Reflex: +2 =0(Arcanist)+2(Dex)
Will: +2 =2(Arcanist)+0(Wisdom)

CMB: +3(3 Str, 0 BaB)
CMD: 15(10 Base, 3 Str, 2 Dex, 0 BaB)

Armor Class: 13 + 10(Base)+2(Dex)+1(Armor)
Touch:12 Flat-Footed:13
Speed: 30ft

Army Mage Armor(Haramaki)(Armor Bonus +1, Max Dex Bonus —, Armor Check Penalty -0, Arcane Spell Chance Failure 0%, 30 ft, 1 lb.)

Longsword(1d8+3 or 1d8+4 if two-handed, 19-20/x2 crit, lbs, S) +3 melee
Dagger(1d4+3, 19-20/x2, 10ft, 1lb, P or S) +3 melee or +2 ranged
3 Javelins(1d6+3, x2, 30ft, lbs, P) +2 ranged or -1 melee
Sling, with 10 bullets (1d4+3, x2, 50ft, B) +2 ranged

Melee Spell +3
Ranged Spell +2


Adventuring Skills
Knowledge(Arcana): +6 =2(Int)+1(rank)+3(Class)
Survival: +5 =0(Wis)+1(rank)+3(Class)+1(trait)
Spellcraft: +6 =2(Int)+1(rank)+3(Class)
Profession(Soldier): +4 =0(Wis)+1(rank)+3(Class)
Knowledge(History): +6 =2(Int)+1(rank)+3(Class)


Lv 1: Toughness

Hellknight Armiger
The Hellknights of Fort Inevitable were crusaders who opted to end their pilgrimage and defend Crusader’s Road for the benefit of future crusaders. The Order's devotion to law and structure has long appealed to you and you have trained hard in the hopes of one day joining the order to protect Fort Inevitable and your kin from the endless bandits and roving beasts that prowl the land. You were initially mentored by the newly arrived Hellknight, Signifer DiViri, but she vanished some time ago while on an expedition, leaving you to continue your training on your own. Knowing that being able to ride quickly and move through the heavy underbrush of the woods is valuable, you have focused your training on the intimidating heavy armour of the Hellknights.
You reduce the armour check penalty of worn armour by 1, to a minimum penalty of 0.

Militia Veteran(Region)
Requirement(s) Restov
Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Survival.

Racial Abilities:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2 Strength

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Arcanist(Spell Specialist) Class Features:
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.

Signature Spells: At 1st level and each time a spell specialist gains a new spell level, she chooses a signature spell. The spell specialist can cast this spell without preparing it, in the same way a sorcerer casts spells spontaneously. Even though the spell specialist does not need to prepare this spell, it still counts against the number of spells she can prepare, reducing the number of spells of each level she can prepare each day by 1. A spell specialist can swap out a single signature spell for another spell of the same level when gaining a class level.

The DC for signature spells increases by 1. The spell specialist gains a +2 bonus on concentration checks when casting signature spells; this bonus increases to +4 at 10th level. Additionally, a spell specialist can apply one of the following additional effects by spending 1 point from her arcane reservoir.

Dismiss (Su): A spell specialist can dismiss a signature spell as a swift action instead of a standard action. Alternatively, the spell specialist can dismiss a signature spell that has a duration but isn’t normally dismissible.

Spell Bender (Su): The spell specialist can bend the line of a spell that has a line area of effect up to 90 degrees at any single point along the line’s length.

Spellwarp (Su): A spell specialist can reduce the radius of a spread or burst effect or shorten the length of a cone. All changes must occur in 5-foot increments, to a minimum of 5 feet. Alternatively, the spell specialist can change the area of effect of a cone spell to a line with a length equal to the spell’s range.

This ability replaces the arcanist exploits gained at 1st, 7th, 13th, and 19th levels.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. 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. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). 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.


Longsword, Free
Spellbook, free
Explorer's Outfit, free.
3 Javelins, 3gp
Sling, free
10 sling bullets, 1sp
Haramaki, 1gp
Backpack, 2gp
Bedroll, 1sp
Flint and Steel, 1gp
Dagger, 2gp
Belt Pouch, 1gp
Spell Component Pouch, 5gp
7 day's of trail rations, 3gp 5sp
1lb of Soap, 5sp
Tent, 10gp
Waterskin, 1gp
Whestone, 2cp
Wooden Holy Symbol, 1gp
2 Holy Waters, 50gp
2 Acid flasks, 20gp

48 gold, 7 silver, and 8 copper pieces.


Lv0: Acid Splash, Arcane Mark, Bleed, Breeze, Chameleon Scales, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Drench, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Scrivener's Chant, Sotto Voce, Spark, Touch of Fatigue

Lv1: Ant Haul, Burning Disarm, Enlarge Person(Specialty Spell), Shield, Color Spray

Spells Prepared:

Lv0, DC 12: Dancing Lights, Mending, Jolt, Detect Magic

Lv1, DC 13: Ant Haul, Shield

A young man, lightly armored and broad shouldered, stands at attention and waits to be addressed. When he is he salutes and smiles, revealing his more than human heritage when his large canine teeth show.

”Corath at your service, sir. I am a soldier mage, planning to focus on transformation spells so this sword at my side,” the half-orc explains as he sets a hand on the pommel of his blade, ”is for more than just show. Bandits are a plague on this area and I want nothing more than to purge it.”