STATISTICS Str 13, Dex 18, Con 14, Int 18, Wis 16, Cha 13
Base Atk +1; CMB +2; CMD 16
Traits Craft All: You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Feats Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. (L1 Wiz bonus)
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (EitR bonus)
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (EitR bonus)
Precise Shot You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. (L1)
Skills Spellcraft +9/+11 to identify items (+2 ranks, +4 INT, +3 class skill, +2 ancestry situational bonus)
Knowledge (Arcana) +9 (+2 ranks, +4 INT +3 class skill)
Craft Weapons +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Craft Bows +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Craft Armor +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Craft (Ironworking) +10 (+2 ranks, +4 INT, +3 class skill, +1 trait)
Use Magical Device +6 (+2 ranks, +4 INT)
Profession (Architect) (background) +9 (+2 ranks, +3 WIS, +3 class skill, +1 trait)
Knowledge (Engineering) (background) +9 (+2 ranks, +4 INT, +3 class skill)
Racial Modifiers +2 Perception
Languages Common (Taldane), Elvish, Dwarven, Draconic, TBD, TBD
Metacharge (Ex): As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item. This replaces the hand of the apprentice power of the universalist school.
Ancestry Abilities:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Description Elendyr is stocky for an elf, though he's no less agile for that. His hair is pale blonde, tied back in a messy braid. Unless he's expecting combat he dresses in stained work clothes, a tool belt, and a leather apron, with a pair of heavy leather gloves tucked into one pocket of the apron. Numerous nicks, cuts, and blisters decorate his hands and bare forearms.
Personality At first meeting he comes across as pleasant but very much task-focused; although he likes to chat, he'll more often do that while working. It's not easy to see what he'd be like in a less stressful setting. One thing that's clear to anyone who's worked with him is that he'd much prefer to take the time to make whatever he's crafting look good, and it clearly offends him on some level to be forced to stop at mere functionality.
Previous Version:
(seer) universalist wizard 3
N Medium humanoid (elf)
Init/Perception +6
DEFENSE AC 18/19 (trained bonus +5; +3 Dex, +1 mage armor)
hp 27 (6 elf + 18 wizard + 3 CON bonus)
Fort +6, Ref +8, Will +8
Resistances/Immunities None
OFFENSE Speed 30 ft.
Melee rapier +8 (T), (1d6P) (finesse, disarm, deadly 1d8), dagger +8 (T), (1d4P/1d4S) (agile, finesse, thrown 10')
Ranged longbow +8 (T), (1d8)
Special Attacks hand of the apprentice +9, 1d6+4 B
Focus points used: [ ]
SPELLS IN BOOK: Level 2: (2/day) glitterdust, water breathing Level 1: (3/day) mage armor, air bubble, color spray, grease, magic missile, mending, alarm, burning hands, fleet step, floating disk, grim tendrils, illusory disguise, longstrider, magic weapon, ray of enfeeblement Level 0: (7/day) acid splash, dancing lights, daze, electric arc, light, mage hand, prestidigitation, produce flame, ray of frost, read aura, chill touch, shield, tanglefoot, telekinetic projectile
SPELLS PREPARED: Level 2:glitterdust, water breathing Level 1:mage armor (cast), magic missile, magic weapon Level 0:acid splash, prestidigitation, mage hand, produce flame, read aura, shield, electric arc
STATISTICS Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 10
ACP 0
Seer Elf You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Ancestry Feats Elven Lore You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.(L1)
Elven Weapon Familiarity You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. (L3 from General Feat)
General Feats Ancestral Paragon Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. (Elven Weapon Familiarity) (L3)
Class Feats Hand of the Apprentice (one action) You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. (universalist bonus)
Cantrip Expansion Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.
Skill Feats Courtly Graces You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary. (background bonus)
Assurance Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. (Arcana) You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). (L3)
Skills Lore (Genealogy) +9 T
Lore (Elven) +9 T
Lore (Heraldry) +9 T
Acrobatics +8 T
Medicine +1
Performance +0
Religion +6 T
Diplomacy +5 T
Intimidation +0
Crafting +9 T
Arcana +11 E or 17 with Assurance
Occultism +9 T
Society +9 T
Survival +1
Nature +6 T
Athletics +0
Thievery +3
Stealth +3
Deception +5 T
Background Noble: To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer’s life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost (Dexterity).
You’re trained in the Society skill and your choice of the Genealogy Lore or Heraldry Lore skill. You gain the Courtly Graces skill feat.
Racial Modifiers none
Languages Elvish, Common, Draconic, Sylvan, Dwarven, Orcish
SQ
Gear rapier (20/1), dagger (2/L), longbow (60/2), 20 arrows (2/2L), adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (in pack) (7/1), material component pouch (5/L), writing set (10/L), repair kit (in pack)(20/1), crafting book (1/L), explorer's clothing (1/L), wayfinder (280/L), scroll of grim tendrils (40/L), scroll of fear (40/L) 3 gp, 7 sp, 0 cp, 4 Bulk, 1 light
Class Abilities
Arcane Thesis: Isoenergetic Transformation of Retained Arcane Force-Patterns (Spell Substitution): You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.
You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.