Galenna Icethrone

Eirlys's page

3 posts. Organized Play character for Dylos.

Full Name





Unlettered Blood Arcanist 1 | HP 8/8 Arcane reservoir 3/4 | Init +2 Perc +7 | AC 12 T 12 FF 10 | Fort +1, Ref +2, Will +2|








Lawful Neutral

Strength 8
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Eirlys

Rewrite needed

Female Dhampir Arcanist (Unlettered Blood)
LN Medium Humanoid (Dhampir)
Init +2; Perception +7 Lowlight vision, Darkvision
AC 12, Touch 12, Flat-footed 10 (+2 Dex)
hp 8 (1d6+1+1)
Fort +1, Ref +2, Will +1
Defensive Abilities Undead Resistances, Resist Level Drain
Speed 30 ft. Encumbered Speed 20 ft.
Melee Silver Dagger -1 (1d4-2 19-20/x2)
Ranged Light Crossbow +2 (1d8 19-20/x2)
Special Attacks
Arcanist Spells Prepaired(CL 1st; concentration +4)
1st (3/day)- Burning Hands (DC 14), Inflict Light Wounds (DC 15)
0 (at will)- Detect Magic, Message, Read Magic, Stabilize
Bloodline Elemental (Water)
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats Spell Focus: Necromancy
Traits Seeker, Keeper of the Veil
Skills (-3 Armor Check Penalty for Medium Load) Disguise +8, Knowledge (Arcana) +7, Perception +7 (+3 sight/opposed in bright light), Spellcraft +7, Use Magic Device +7
Languages Taldane, Aquan, Draconic, Necril
Special Abilities
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.
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. 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. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1).
Bloodline: A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.
This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.

Elemental Bloodline (Water/Cold) Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline (cold). This also changes the spell's type to match the type of your bloodline.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier (6).

Familiar: An unlettered arcanist does not keep a spellbook. Instead, she gains a familiar in which she stores her spells as a witch does, though she does not gain a witch’s patron. Treat her arcanist level as her witch level for determining the abilities and benefits granted by the familiar. Anything that would allow an unlettered arcanist to add spells to her spellbook allows her to add spells to her familiar instead. This ability replaces spellbooks.
Witch Spells: An unlettered arcanist follows a different arcane tradition. She uses the witch spell list instead of the wizard/sorcerer spell list. This ability alters the spells class feature.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Spell Focus: Necromancy: Add +1 to the Difficulty Class for all saving throws against spells from the Necromancy school of magic.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you
Keeper of the Veil: Even when not cloaked in magic, your training has taught you how to conceal your true nature. You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you.

Graveblooded: The blood of a vile undead flows through your veins. You may play a dhampir character (Pathfinder RPG Bestiary 2 89), beginning at level 1 as normal. Other then access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle must be the first Chronicle for the given character, and you must bring a copy of the Pathfinder RPG Bestiary 2 to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recongized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you asign this CHronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point Cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. as a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help lealize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting the secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success condition, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Hawk Familiar:
N Tiny animal
Init +3; Senses low-light vision; Perception +14
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +5, Will +4
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft., Reach 0 ft.
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
Special Abilities
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The arcanist may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.