Imron Gauthfallow

Eduard Petrov's page

263 posts. Alias of Tourach.


Race

Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

About Eduard Petrov

Eduard Petrov
Human arcanist 6
LE Medium humanoid (human)

Init +7; Senses Perception +5

Background:
Eduard was born in the north of Brevoy and, like most of his people, has always been a driven individual. He started his life as the child of merchants, the second son of a reasonably well off family. Overshadowed by his brother, however, he chose to abandon the family business to study the arcane - a much more direct path to power in his mind.

As he started his studies as a wizard, he found that he always craved even more knowledge. He looked in corners that he was told not to, he engaged in experiments that he was warned against, and some considered him reckless. Still, he documented literally everything he did, following meticulous processes and keeping extremely detailed notes. As he discovered more and more he found his thirst for knowledge growing even faster than his knowledge did. His arrogance grew too and he determined that it was not just knowledge that he sought - it was knowledge that others didn't have. It was after the first time he killed a colleague to cover up a choice secret that he was approached by the servants of Norgorber. The Reaper of Reputation was always in favor of those dealing in secrets and hidden knowledge and especially those willing to kill to preserve it.

As an adult, Eduard spent his time studying. He still had money from his family holdings, but as time went on and his brother gained clout, the money flowing his way shrunk and shrunk. Needing more he began to trade in secrets, dealing them when he could and using magic to both conceal and uncover them. While he is reluctant to kill, he certainly is not opposed to it - killing when necessary. He was never a follower of the Skinsaw aspect of Norgorber and, for his own part, didn't often get along with their more chaotic form of worship of the dark and faceless god. Chaos cannot protect knowledge after all, only law and order can ensure that knowledge and the secrets it contains are useful and valuable. Without government, what good are spies? Without politics, what good is blackmail? Without those to fall victim, what good is power?

The Reaper of Reputation walks Eduard and Eduard returns the devotion. The arcane is what matters. Knowledge is what matters. Secrets are power. Death preserves secrets. Such is the key understanding of existence.

Now, seeing the characters to retake the Stolen Lands, Eduard sees the opportunity not just for additional knowledge, but for a new land. A place where the tenets of the Reaper can thrive and in which information can be controlled and used without the chaotic and moralistic tendencies of the rest of Brevoy. He has wholeheartedly signed on to the charter group and comes seeking personal wealth in addition to the growth of power and influence for his dark god.

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Defense
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AC 12, touch 11, flat-footed 11 (+1 Dex, +1 Armor)
hp 35 (6d6+12)
Fort +5, Ref +5, Will +7 (+1 trait bonus vs. mind-affecting effects)
Resist issian
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6-1)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks arcane reservoir (5/8), arcanist exploits (familiar[ACG], item crafting[ACG], potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spells Prepared (CL 6th; concentration +11)
. . 3rd (4/day)—haste
. . 2nd (6/day)—glitterdust (DC 18), summon monster II
. . 1st (7/day)—comprehend languages, mage armor, magic missile, summon monster I
. . 0 (at will)—acid splash, daze (DC 16), detect magic, flare (DC 16), ghost sound (DC 16), light, prestidigitation
Arcanist Spellbook All level 0, Enlarge Person, Grease, Infernal Healing, Mage Armor, Magic Weapon, Protection from Chaos, Sleep, Summon Monster 1, Charm Person, Color Spray, Magic Missile, Comprehend Languages, Glitterdust, Blur, Fox's Cunning, Summon Monster II, Web, Haste, Fly
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Statistics
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Str 9, Dex 12, Con 12, Int 23, Wis 10, Cha 14
Base Atk +3; CMB +2; CMD 13
Feats Craft Magic Arms & Armor, Craft Wondrous Item, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Improved Initiative, Silent Spell
Traits issian, pragmatic activator, reactionary
Skills Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Perception +6, Spellcraft +15, Use Magic Device +15
Languages Abyssal, Common, Draconic, Elven, Infernal, Sylvan
Other Gear crossbow bolts (10), light crossbow, quarterstaff, backpack, belt pouch, spellbook, spell component pouch
In Backpack bedroll, flint and steel, ink, black, inkpen, mess kit, pot, soap, torch (10), trail rations (5), waterskin, Stag Lord spellbook
In Belt Pouch 1685 gp, wand of Burning Hands (CL 2, 4 charges), potion of Cure Moderate Wounds
Magical Gear Cloak of Resistance (+2) [shoulders], Bracers of Armor (+1) [wrists], Headband of Vast Intelligence (+2) [headband]
Encumbrance 47 with backpack (Medium), 17.5 without backpack (Light)
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

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Arcane Familiar:

Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +2; CMB +1; CMD 8 (20 vs. trip)
Feats Dodge, Weapon Finesse
[b]Tricks
Attack, Attack Any Target, Come, Down, Guard, Heel
Skills Climb +7, Perception +8, Spellcraft -1, Stealth +15, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ attack any target, come, down, guard, heel, improved evasion
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.