Lyra Heatherly

Emerald Delta Waters's page

319 posts. Alias of GYPSY ROSE.


Full Name

"Emmy" Emerald Delta Waters

Race

Sea Elf

Classes/Levels

Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Gender

Female

Size

10 maybe 12 on my moon days.

Age

125

Special Abilities

Senses low-light vision; intense spells (+2 damage); 5/day/2 rds—thunderstaff; +1 CL & DC spells w/electric or sonic; Versatile Evoc (7/day);

Alignment

LN but sometimes just mean are snarky

Deity

Gozreh God of the sky, but any will do in a pinch as long as he has a great body, whatever.

Location

Wherever I landed after that botch teleport.

Languages

Elven, Common, Aquan, and a few others

Occupation

Normally a student but seems like piracy is occupying me and my nightmares

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 14

About Emerald Delta Waters

Whatever?? like don't get so twisted up!!!

Emerald Delta Waters
Female sea elf blood savant arcanist 4
LN Medium humanoid (aquatic, elf)
Diety Gozreh
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15 (18 w/mage armor) touch 13, flat-footed 12 (+1 armor, +3 Dex, +1 natural)
hp 27 (4d6+8)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Defensive Abilities stormchild; Immune sleep; Resist electricity 5, sonic 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee cestus +5 (1d4/19-20) or
. . dagger +5 (1d4/19-20) or
. . mwk aldori dueling sword +6 (1d8/19-20) or
. . mwk dagger +6 (1d4/19-20) or
Ranged dart +5 (1d4) or
. . dagger +5 (1d4/19-20) or
. . mwk dagger +6 (1d4/19-20) or
. . ranged touch +5 (Per spell)
Special Attacks arcane reservoir (0/7), consume spells, intense spells (+2 damage)
Bloodline Spell-Like Abilities (CL 4th; concentration +11)
. . 5/day—thunderstaff
Blood Arcanist Spells Prepared (CL 4th; concentration +11)
. . 2nd (3/day)—scorching ray, spider climb
. . 1st (5/day)—burning hands (DC 16) (as electricity w/point to increase level), mage armor, magic missile*, shocking grasp, vanish (DC 15)
. . 0 (at will)—detect magic, detect poison, light, mending, prestidigitation, ray of frost, resistance
. . Bloodline Stormborn
. . School Specialization Evocation (Admixture)
. . Opposition Schools Enchantment, Necromancy (2 slots)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Country Born, Expanded Preparation[ACG], Weapon Finesse
Traits focused mind, magical knack, sailborn

Skills Acrobatics +4, Appraise +8, Bluff +2, Climb +1, Craft (ships) +9, Diplomacy +2, Disguise +2, Intimidate +2, Knowledge (arcana) +11, Perception +3, Profession (sailor) +12, Sleight of Hand +4 (+6 to checks regarding items in the wrist sheath), Spellcraft +11 (+13 to identify magic item properties), Survival -1 (+1 to avoid becoming lost), Swim +17; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

SQ amphibious, bloodline arcana (+1 to save DC & CL of spells with electricity or sonic descriptor), bloodlines (admixture, stormborn), elven magic, opposition schools (enchantment, necromancy), vain, versatile evocation, water breathing

Languages Aquan, Celestial, Common, Draconic, Elven

Language Underwater:
Most aquatic races can speak Common, allowing them to communicate with many surface races. But aquatic creatures, particularly those who are nonamphibious, are used to talking underwater, where sound carries differently. As a result, they speak with rounded consonants and elongated vowel sounds. Some surfacers may mistake the accent as one from a different land region, while others don’t even notice the lilt to an aquatic speaker’s Common.

Generally, a character who succeeds at a DC 15 Linguistics check can identify an aquatic speaker’s accent as that of a person who learned to speak underwater.

Since sound and speech travel farther through water, aquatic creatures tend to talk in a lower, firmer tone in their native environment. This doesn’t always work in the air, and aquatic adventurers new to the surface may have a hard time making themselves heard. Land dwellers may accuse their aquatic companions of whispering or muttering. Some aquatic creatures tend to overcompensate for their habit of speaking quietly by shouting; locathahs, in particular, enjoy raising their voices to make themselves heard (though this is a benefit to surfacers who don’t like to get close to the fishy-smelling creatures anyway). After several weeks or months on land, however, most aquatic travelers learn to speak at a moderate volume.

Tips for roll playing in a undersea adventure:

Meeting Locals: Residents of coastal communities may have long experience interacting with aquatic creatures, while individuals farther inland may have never met aquatic creatures. Some adventurers, especially cecaelias and locathahs, enjoy being the first aquatic creature a person has ever seen. They happily engage with strangers, proudly displaying their anatomy (in whatever manner they deem socially appropriate, of course) and discussing their life under the sea. Tritons generally don’t mind conversing with surfacers, but they aren’t prone to idle chatter the way cecaelias and locathahs can be.

Disguises: Some aquatic creatures are more reluctant to stand out. Aquatic elves, gillmen, and merfolk all value their privacy and are suspicious of surface dwellers. For aquatic elves and gillmen, it’s relatively easy to take on the appearance of a surface race. Merfolk and members of monstrous races have a more difficult time concealing their appearances. However, aquatic creatures with humanoid torsos and facial shapes—even merfolk—can make good use of mundane disguises. A long robe or gown can conceal a finned tail, a hood or wide-brimmed hat can shade facial features, and a scarf can obscure gills on the neck.

Tracked Resources:

Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (2), alchemist's fire (3), alchemist's kindness (10); Other Gear haramaki, aldori dueling sword, cestus, dagger (4), dart (6), mwk dagger, * masterwork handaxe Axe, Emmy, amulet of natural armor +1, arcanist starting spellbook, backpack, bandolier, bedroll, belt pouch, blotter (0.2 lb), broadsheet, compass, earplugs, hammock, ink, inkpen, inkpen, knife for cutting quills into pens (0.5 lb), mess kit, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), soap, spell component pouch, trail rations (5), traveling spellbook, vial, waterproof bag, waterskin, weapon cord, wet suit, wooden holy symbol, wrist sheath, Fishgut's cookbook (using the tome while cooking grants a +1 circumstance bonus on Profession [cook] checks, journal for Arron Ivy,

Besmara's Tricorne (Manny claims it but Sandara gave it to Emma)
* whale skull weighing 25 pounds whose scrimshaw carvings function as
arcane scrolls: scrolls of alter self, black tentacles,
blur, color spray, daylight, enlarge person,
hypnotism, slow, touch of idiocy, and vampiric touch - not carrying, too heavy. In boat.
silver spear
whalebone corset set with mother-of-pearl inlays worth 20 gp (wearing under my wetsuit, close my skin and it feels yummy)
2 silver hatpins set with tiny obsidians worth 5 gp each, wearing in my braided hair, wrapped up in 2 spirals.
finely tailored courtier’s outfits, worth 30 gp. In my waterproof bag.
47 gp, 36 sp, 172 gp, 13 sp, 7 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/3
Alchemist's kindness - 0/10
Arcane Reservoir +1 DC or CL (7/day) (Su) - 0/6
Consume Spells (2/day) (Su) - 0/2
Dagger - 0/4
Dart - 0/6
Silver Spear - 0/1
Masterwork dagger - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/2
Thunderstaff (Shock 1 rds, 5/day) (Sp) - 0/5
Trail rations - 0/5
Versatile Evocation (7/day) (Su) - 0/6

Treasure tracking:

* six spears (hard as poles to carry barrel)

* large 4 man tent - used to carry barrels.

* two light ballistas - on ship

* light catapult - on ship

Chest containing:

* Scattered gems worth a total of 250 gp, 56 gp, and 97 sp.

* scrimshaw blade of great workmanship depicting an octopus worth 125
go.

* jawbone of a shark carved with scrimshaw images of a vast
octopus eating whales and containing a dozen silver and
gold rings hammered into it (worth 250 gp),

* a huge hooked tooth from some colossal sea creature with a seaweed
plugged cavity containing six pearls worth 75 gp each.

1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest.

lobster pot containing:

* Eight 4-pound silver ingots, each worth 20 gp.

Loot:

* 3 Giant Coconut crab carapace for bone armor

* 3 small quarter cask barrels rotten food, now purified food,

* Two small Octave barrels of very cheap perfume worth 25 gp each.

* Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying

2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing

* Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place.

* A score of chickens and three goats wander freely throughout the
Kitchen chamber. - on ship

* 12 barrels containing 20 gallons of oil each, - on ship

* 14 pigs - on ship

everyone received over 200 GP for their share of taking the Man's Promise.

Plugg +1 Cutlass and a MSW Cat O Nine Tails.

2 points of punder will be needed for squibbing the ship.

potion of cure moderate wounds,
screaming bolts (3);

tidewater cutlass (+1 cutlass; see page 59),
masterwork cat-o’-nine-tails*,
light crossbow with 10 bolts, amulet of natural armor +1, bracers of armor +1,
shackles of compliance (see page 58),
leather drinking cup,
betting stash of 100 sp and 200 gp
potion of blur,
potion of cure light wounds,
black adder venom (on punching dagger);
leather armor,
punching dagger,
masterwork handaxe carved with notches for kills,
shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements,
whip,
boatswain’s call,
corked dark green bottle containing 8 doses of oil of taggit,
six gold teeth worth 5 gp each,
hefty waxed coat with many hidden pockets,
leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder,
silver wedding ring worth 25 gp, 14 pp, 29 gp

Plunder Points:
Party's Plunder

Plunder
There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort. Such takes can fetch significant prices, but for scallywags more interested in looting than the specifics of what they loot, this system provides a way for parties to track their plunder without getting bogged down by lists of commonplace cargo and their values down to the copper piece. Aside from streamlining the collection of riches, this system also allows characters to increase their infamy, paying off crew members and spreading their wealth with more appealing dispensations of loot than what was aboard the last merchant ship they robbed.
Winning Plunder: What gains a group plunder is largely decided by the GM or is noted at the relevant points throughout the Skull & Shackles Adventure Path. Typically, at any point the PCs claim a ship’s cargo, conquer an enemy’s hideout, or find a significant treasure, there’s the potential for a portion (sometimes a significant portion) of that wealth to translate into plunder. Plunder means more than five wicker baskets, a barrel of pickled herring, three short swords, and a noble’s outfit; it’s a generalization of a much larger assortment of valuable but generally useless goods (and serves to help avoid bookkeeping on lists of random goods). Rather, a cargo ship carrying construction timber, dyed linens, crates of sugar, animal furs, and various other goods might equate to 4 points of plunder. Just as when awarding more standard forms of treasure, a GM doling out plunder should consider the challenge of winning the plunder and the actual value of the plunder if the PCs cash it in (see below). As a rule of thumb, GMs seeking to give the characters a minor reward might give them 1 point of plunder, while a major reward would be 5 points of plunder. Plunder is not meant to serve as a replacement for more standard forms of treasure. GMs should still award characters gold and magic items to keep them prepared to face new challenges, whereas plunder serves as a useful shorthand for what varied mundane treasures are discovered and can be sold for values in gold. Characters can also buy plunder if they wish, though those who do so risk becoming known as merchants rather than pirates.
Value of Plunder: Plunder is valuable for two reasons: It can be sold for gold pieces, and it helps you increase your Infamy (Infamy is further detailed below). In general, 1 point of plunder is worth approximately 1,000 gp, whether it be for a crate full of valuable ores or a whole cargo hold full of foodstuffs. Regardless of what the plunder represents, getting the best price for such goods is more the domain of merchants than pirates, and just because cargo might be worth a set amount doesn’t necessarily mean the PCs can get that much for it. Exchanging 1 point of plunder for gold requires a PC to spend 1 full day at port and make an applicable skill check. Regardless of how much plunder the PCs have, one PC must spend a full day trading to exchange 1 point of plunder for gold. The PC trading also must be the same PC to make the skill check to influence the trade.
The larger the port and the higher the skill check, the better price the PCs can get for their plunder. At smaller ports there’s little chance of getting more than half value for plunder, unless a PC can employ a skill to make a better deal. At larger ports, the chances of finding a buyer willing to pay a reasonable price for cargo increases, and PCs can still employ skill checks to make even more lucrative bargains. PCs seeking to win a higher price for their plunder can make one of the following skill checks and apply the results to the table below: Bluff, Diplomacy, Intimidate, or any applicable Profession skill, like Profession (merchant). A poor result on a skill check can reduce the value of plunder. If the PCs are not satisfied with the price they are offered for their plunder, they need not take it, but a day’s worth of effort is still expended. They can try for a better result the next day.
The table below explains how much PCs can expect to get for their plunder in communities of various sizes, the skill check DC required to increase this amount by a set percentage, and the maximum amount buyers in a community can be convinced to buy plunder for. Each column is explained in brief here.

Experience Tracking:
:
xp= 15 each for Bilge Spider from the first day, first days work, everyone gets 100 XP. Fight xp=200 each
xp=135 for fist fight with pirates
xp=100 each for completing first days task
xp=100 Emerald for entertaining Pirates (telling stories)
xp= 135 each for 4 Dire Rats, owlbear xp= 100 xp each and 67 xp each.

DM Updated experience

xp=50 pirate music for Laroisael
xp=135 for fist fight with pirates (200 was posted in error, s/b 135)
xp=100 each for completing first days task
xp=100 Emerald for entertaining Pirates (telling stories)
xp=100 Capricia for entertaining Pirates (telling jokes)
xp= 135 each for Dire Rats
xp= 15 each for Bilge Spider from the first day
xp=160 story award
xp= 167 for Owlbear
xp= 80 Grok

so 942 for Laroisel, 992 for Emerald and 892 for everyone else.
Most of the experience you will earn towards level two is based on what the character do, influencing crew, entertainment, activities, etc.

Jack Scrimshaw helpful, 40 XP each

Revised
so 982 for Laroisel, 932 for Emerald, 1032 Manny and 832 for everyone else.

Everyone gets 100 XP for surviving the Storm.
xp= 40 for saving Laroisel
Capricia manages to influence Giffer Tibbs and Jack Scrimshaw to friendly.
The good news is the DC is only 5 to make him helpful, xp=40 each
XP=40 for each of them for a total of 80 XP for the group.
xp= 40 making
rewards Nut's his equipment back (200 xp to Nuts)
Emeralds equipment back (200 xp)
xp=200 xp each for the reefclaws Brackett helpful.
"Badger" Medlar - As she was already friendly the DC was 5 so you succeed in making her Helpful. XP=40 for all
Crimson Cogward two steps all the way to helpful. Another 75 xp each.
100 xp for finishing boarding training 1887 total
40 for Shivka
xp=100 for Kroop
XP=500 each, 400 for 12 sailors and 100 for the officer
Grindylows Xp=200 each
Giant Frog Exp=135 each. ghouls are now dead. xp=267 each, coconut crab xp=300 each. xp=100 ghast, xp=200 vine chokers, xp=500 For finding water
xp=200 swarm, Grindylows XP=267 each, Devilfish XP= 200each, Laceadons xp=135 each. 120 gp. queen of octopus. xp=400 each
another 135 xp each. I will also grant 400 xp each for the rest

Abilities:

--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Amphibious (Ex) You can survive indefinitely on land.
Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Stormborn +1 to save DC and CL of spells with electricity or sonic descriptor.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Country Born Ignore 1st fatigue/exhaution in a day, +1 Will
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Expanded Preparation (+1 1st-level spell) You can prepare more spells than other arcanists can.
Prerequisite: Arcanist level 1st.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Stormborn +1 DC and CL for [electricity] and [sonic] spells.
Stormchild (Resist Electricity & Sonic 5, -1 Wind effects) (Ex) Gain electricity and sonic resistance 5 and treat wind effects as 1 step lower.
Swim (30 feet) You have a Swim speed.
Thunderstaff (Shock 1 rds, 5/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Water Breathing You can breathe water as well as air.
--------------------
Sailborn: You or your people are expert sailors,
ranging far and wide in search of booty, fish, or fame.
You gain bonus ranks in Profession (sailor) equal to
your character level and it is considered a class skill.

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 skill checks made to identify the properties of magic items.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Custom spells:

Quick Sober
Cures the target
of alcoholic influences.
Transmutation
Level: Brd 1, Cir 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: 1 creature or self
Duration: 1 nstantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Prestidigitation

School
Descriptor
Level Wizard cantrip Bard cantrip, sorcerer cantrip
components

Prestidigitation is a minor cantrip learned by wizards with varying effects. When a wizard casts prestidigitation he can choose any number of effects to occur, any of which must be within ten feet of the caster. Prestidigitation might allow a wizard to move an object of less than one pound, create a small sensory effect, clean or soil items withn one cubic foot, light or snuff out a small light source, chill or warm a pound of non-living material, make a small smark or symbol appear on a surface for an hour or less, produce a small item or image out of nothingness, or make a small, handheld item invisible for a short moments.

Uses
The prestidigitation spell gives you the ability to perform minor magical effects for 1 hour. You can slowly lift 1 pound of material. You can color, clean, or soil items in a 1-foot cube each round. You can chill, warm, or flavor 1 pound of nonliving material. You can create small objects, but they look crude and artificial, and they are fragile. Any actual change to an object (beyond moving, cleaning, or soiling it) persists only 1 hour.

So, what's the use of prestidigitation? Actually, it's one of the handiest cantrips around.

Change: You transform one object of Fine size or smaller into another object of roughly the same size. The object can weigh no more than 8 ounces.

The change must be within the same kingdom (animal, vegetable, or mineral). For example, you could change a piece of paper into scrap of linen, and then change that into a rose. Likewise, you could change a coin into a ring. You could not, however, turn a strip of leather into a piece of paper.

Chill: You reduce the temperature of an object by about 40° F, but never below freezing (32° F). After an hour the object's temperature returns to normal.

Clean: You remove dirt, dust, and stains from floors, walls, dishes, windows, and the like, leaving these surfaces or objects spotless. You can clean an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. The effect does not remove any foreign object of Fine size or larger. Dirt you remove is permanently gone, but objects you clean can get dirty again just like anything else.

Color: You bring color to an object. You can restore faded hues or give it a new color. If you add color, it must be from the visible spectrum (red, orange, yellow, green, blue, indigo, or violet). You cannot change an object's pattern, such as adding or removing stripes or polka dots, but you can change the color in a pattern so that, for example, a blue garment with white stripes becomes green with yellow stripes.

Dampen: You leave an object damp to the touch for 1 hour. Damp objects have fire resistance 2 while the effect lasts.

Dirty: You soil, spot, and sully walls, floors, dishes, garments, or the like, leaving them dusty, filthy, or stained. You can dirty an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. Dirt you add remains after the effect ends, but objects you soil can be cleaned again just like anything else.

Dry: You remove dampness and excess moisture from an object. Moisture you remove does not return after the effect ends, but the object can become wet again just like anything else.

Firefinger: You cause a jet of flame up to 1/2 foot long to shoot forth from your finger. The flame is hot and ignites combustible materials. Lighting a torch with this effect is a standard action (rather than a full-round action), but lighting any other fire with it takes at least a standard action (DM's discretion).

Flavor: You give a substance a better, worse, or different flavor. You could, for example, make porridge taste like lobster bisque. You do not change the substance's quality or wholesomeness. Spoiled food remains spoiled, a poisoned drink is still deadly, and inedible material provides no nourishment -- you can make a twig taste like steak, but it remains a twig.

Gather: You neatly collect numerous objects. The objects you gather can be no larger than Fine size, no two items can be more than 10 feet apart, and their total weight cannot exceed 1 pound. You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch.

You can gather selectively; for instance, you can pick up just the coins from an area.

Polish: You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else.

Sketch: You create a two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield. The image can be no more than 1-foot square, and it lasts a maximum of 1 hour.

Stitch: You magically sew seams in textiles or leather. You can create new stitching or repair old work. Unlike the mending cantrip, you cannot heal rips, holes, or tears (though you can patch or sew them together). If you have thread on hand, the stitches you make remain after the effect ends, but they are no stronger or weaker than normal stitching. You also can sew without thread, but then the seams last only an hour.

Tie: You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope, or cable up to 10 feet long. You can knot together two such objects if they're within 1 foot of each other.

Warm: You increase the temperature of an object by about 40° F, but never above 140° F. After an hour the object's temperature returns to normal.

Crustacean Carapace
School transmutation; Level druid/shaman 2, magus 3, sorcerer/wizard 3

CASTING

Casting Time 1 standard action
Components V, S, C (pinch of crustacean shell)

EFFECT

Range personal
Target you
Duration 1 min./level (D)

DESCRIPTION

You gain a hard, non-metallic exoskeleton, which grants you a +4 natural armor bonus and allows you to ignore penalties to attack and damage caused by being underwater.

Special Abilities Details:

Arcanist Exploit:
At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

Arcane Barrier (Su)
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.

Arcane Barrier: While the steep price increase for multiple daily uses hurts it, and it can’t be used as an immediate action, it is a swift action that lasts for 1 minute per arcanist level. At 1st level, it can increase your hit points by nearly 50% if you have a better than average Charisma, and if you aren’t surprised, you can turn this on before an encounter and basically gain the benefit of Toughness.

Altered Shifting: (From Advanced Class Guide Origins). The poor-man’s shapechange. If you are focused on polymorph effects (such as a blade adept eldritch knight), it may be useful to have the option to meld or de-meld your equipment without ending the spell. This works far better with polymorph and greater polymorph than a spell specialized for one creature type, because the power of this exploit is determined by the number of possible forms the spell allows.

Arcane Weapon (Su)
As a swift action, the arcanist can expend 1 point from her arcane reservoir to enhance her weapon. The weapon is treated as magic for the purpose of overcoming damage reduction. At 5th level, the weapon gains a +1 enhancement bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. An arcanist can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, or throwing.

Adding any of these special abilities consumes an amount of enhancement bonus equal to the ability's base price modifier. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits apply only to a weapon wielded by the arcanist; if another creature attempts to wield the weapon, it loses these benefits, though they resume if the arcanist regains possession of the weapon. The arcanist cannot have more than one use of this ability active at a time. This effect lasts for a number of minutes equal to the arcanist's Charisma modifier (minimum 1).

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.

Energy Shield: Though it takes a standard to activate, the fact that it’s measured in minutes rather than rounds means that you can use it if you are given any degree of preparation time whatsoever, and it scales. It can also be tuned to any energy type, rather than requiring you to pick one at level up as with the elemental ray exploits.

Ice Missile: The ability to stagger the target makes it the best elemental attack of the bunch (no chargepounce or cast-and-retreat for you!), not to mention the fact that its improved version is the best out of the improved elemental attacks. If the retraining rules are in place, though, you may want to dump it after a certain point.

Item Crafting
The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat.

Metamagic Knowledge
The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat.

Metamagic Knowledge: Given that this is a prerequisite for one of the best exploits, this would receive a high recommendation regardless of the fact that, hey, it’s a free feat. By the way, when taking a feat at level up, instead of taking a metamagic feat, take Extra Exploit (Metamagic Knowledge). You get the feat and also qualify for the Greater Metamagic Knowledge exploit in one go, making this a better choice.

Metamixing (Su)
The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.

Potent Magic (Su)
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a spell's DC, it increases by 2 instead of 1.

Potent Magic comments: The ability to increase the power of your spells at a critical moment will save lives. Or end them. Whatever works. It’s rated blue because it is one of the most powerful abilities your class receives, if not the most. At clutch moments, it will change the face of the game.

Spell Resistance (Su)
The arcanist can grant herself spell resistance for a number of rounds equal to her Charisma modifier (minimum 1) as a standard action by expending 1 point from her arcane reservoir. This spell resistance is equal to 6 + her arcanist level and cannot be suppressed, but it can be ended as a free action on her turn.

Spell Tinkerer (Su)
The arcanist can alter an existing spell effect by expending 1 point from her arcane reservoir. To use this ability, she must be adjacent to the spell effect (or the effect's target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.

Greater Metamagic Knowledge
The arcanist can select a metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Each morning, when she prepares her spells, the arcanist can expend 1 point from her arcane reservoir to exchange this bonus feat for another metamagic feat, as long as she meets the prerequisites of the new feat. The arcanist must have the metamagic knowledge exploit to select this exploit.

Greater Metamagic Knowledge user guide: Sweet bippity Christ is this awesome. Do you need your fireballs to deal acid damage today? Get Elemental Spell (acid)! Will you be fighting incorporeal creatures? Ectoplasmic Spell! Does the mission you were just given require you to bring back the target alive? Merciful Spell! Is the second half of the campaign undead-heavy? Retrain a feat to get Spell Focus (necromancy), then enjoy access to Threnodic Spell or Thanatopic Spell!

Greater Spell Resistance (Su)
Whenever the arcanist uses the spell resistance exploit, the spell resistance is equal to 11 + the arcanist's level. The arcanist must have the spell resistance exploit to select this exploit.

Resistance Drain (Su)
Whenever the arcanist is using the spell resistance exploit, she can end the effect as an immediate action whenever her spell resistance successfully protects her from a spell cast by a foe. If she does so, she adds a number of points to her arcane reservoir equal to 1/2 the level of the spell. These points are temporary and are lost after 1 minute unless used. Points gained in excess of her arcane reservoir's maximum are lost. The arcanist must have the greater spell resistance exploit to select this exploit.

Siphon Spell (Su)
When the arcanist uses the greater spell disruption exploit, she can siphon some of the power of the targeted spell to restore her arcane reservoir. If the caster level of the spell is equal to or higher than that of the arcanist, and she exceeds the DC of the dispel check by 5 or more, she adds 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead adds 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the greater spell disruption exploit to select this exploit.

Spell Thief (Su)
The arcanist can steal a spell affecting one creature by expending 1 point from her arcane reservoir. If the creature is unwilling, she must succeed at a melee touch attack to steal the spell; the target can attempt a Will saving throw to negate the effect. The arcanist can specify a spell affecting the target to steal, but if she's incorrect or doesn't know what spells are affecting the target, the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to the arcanist, affecting her for the remaining duration. Unless the effect normally allows for a new saving throw during its duration (such as at the end of each round), this ability doesn't grant the arcanist a saving throw against it. The arcanist cannot use this ability to steal a spell with a range of personal or a duration of permanent. The arcanist must have the spell tinkerer exploit to select this exploit.

Suffering Knowledge (Su)
The arcanist can learn to cast a spell by suffering from its effects. When the arcanist fails a saving throw against a spell cast by an enemy, as an immediate action she can expend 1 point from her arcane reservoir to temporarily acquire the spell. She can cast the spell using her spell slots as if it was a spell she had prepared that day. The spell must be on the sorcerer/wizard spell list and must be of a level that she can cast. The ability to cast this spell remains for a number of rounds equal to the arcanist's Charisma modifier (minimum 1).

Proposed Feats:
Expanded Preparation - Gain extra spell slots.
Extra Arcanist Exploit - Gain an additional arcanist exploit.
Extra Arcane Pool - Your arcane pool increases by 2. (Um)
Flexible Wizardry - Prepare some spells flexibly.
Improved Flexible Wizardry - Flexible Wizardry, wizard level 8th; Flexibly prepare more spells.

Slashing Grace, Vital Strike, Dodge, point blank shot, precise shot, Combat Casting, Spell Focus, Spell Penetration, Weapon Finesse.

Arcane Strike (+2) As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Arcane Weapon (+2)(Su) As a swift action, the arcanist can expend 1 point from her reservoir, weapon gains enhancement, some of which can be spent on the following powers: dancing, defending, distance, flaming, flaming burst, frost, icy burst. keen, shock, shocking burst, speed, spell storing, this bonus stacks with any existing bonus.

Traits::

Deft Dodger (Combat): +1 to a weak save.
Reactionary (Combat): +2 initiative is huge. Combined with Improved Initiative you’ll go first much more frequently.
Resilient (Combat): +1 to a weak save.
Warrior of Old (Elf Racial): Identical to Reactionary.

Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Focused Mind
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.

Benefit: You gain a +2 trait bonus on concentration checks.

Aeromantic Affinity
One of your distant ancestors was either a powerful aeromancer or a creature of elemental air, granting you greater skill with air magic.

You treat your caster level as 1 higher when casting spells with the air or electricity descriptor.

Arcane Revitalization
Your martial prowess can feed your arcane power.

Benefit: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

Bladed Magic
You have an innate talent for using magical weaponry and those weapons capable of becoming magical.

Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Gifted Adept
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own.

Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Magical Lineage
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Student of Philosophy
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.

Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Clever Wordplay
Your cunning and logic are more than a match for another’s confidence and poise.

Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.

Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Touched by the Sea
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.

You came to port in search of your destiny, and after a few drinks at a tavern you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Ship’s Surgeon
On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have.

You were between ships and after stopping for a drink at a tavern you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

Benefit You begin play with a fully stocked healer’s kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

Ship’s Crew
Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call a ship home.

Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you.

Characters with this trait have likely been on the ship since it departed it’s original port.

Stowaway
Not all passengers on seafaring vessels are legal or even known to the captain and crew. Whether too poor to book legal passage on the ship or fearing discovery by customs officials in your home port, you or an ally stowed away on the ship in secret. This may mean that the crew doesn’t know you’re on board, or perhaps they do now but didn’t when the ship set sail.

Benefit: You gain a +1 trait bonus on Stealth checks and Survival checks to find food.

Crowd Dodger
You spent much of your youth on crowded streets, dodging quickly around and under others.

Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.

Veteran of the Seas
Benefit(s): You gain +1 bonus on Profession (sailor) checks, and Profession (sailor) is a class skill for you. You also gain a +1 trait bonus on weapon damage rolls against creatures with the aquatic subtype.

Heirloom Weapon
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

Benefit: When you select this trait, choose one of the following benefits:

proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.

Fate’s Favored
The fates watch over you.

Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Indomitable Faith
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit: You gain a +1 trait bonus on Will saves.

Bloodlines:

ARCANE:
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Astral Bloodline
Source Distant Realms pg. 62

Bonus Spells: true strike (3rd), false life (5th), sands of time (7th), wandering star motes (9th), permanency (11th), contingency (13th), ethereal jaunt (15th), create demiplane (17th), time stop (19th).

Bonus Feats: Combat Reflexes, Dodge, Forge Ring, Improved Initiative, Lightning Reflexes, Quicken Spell, Skill Focus (Knowledge [planes]), Weapon Finesse.

Starsoul Bloodline
Source Advanced Player's Guide pg. 140

Bonus Spells: unseen servant (3rd), glitterdust (5th), blink (7th), call lightning storm (dealing fire damage, damage increased outdoors at night) (9th), overland flight (11th), repulsion (13th), reverse gravity (15th), greater prying eyes (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Craft Rod, Dodge, Endurance, Improved Counterspell, Improved Iron Will, Iron Will, Quicken Spell, Skill Focus (Perception), Toughness.

Stormborn Bloodline
Source Advanced Player's Guide pg. 141
You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.

Class Skill: Knowledge (nature).

Bonus Spells: shocking grasp (3rd), gust of wind (5th), lightning bolt (7th), shout (9th), overland flight (11th), chain lightning (13th), control weather (15th), whirlwind (17th), storm of vengeance (19th).

Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far Shot, Great Fortitude, Point-Blank Shot, Skill Focus (Fly), Wind Stance.

Bloodline Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the caster level and save DC by 1.

Bloodline Powers: Your mastery of the storm is reflected in the unique panoply of powers you manifest.

Thunderstaff (Sp): At 1st level, you can touch a weapon as a swift action, giving it the shock property for a number of rounds equal to your sorcerer level. At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.

Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.

Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.

Racial Traits:

Sea elves can live either in or out of the water, but most prefer homes in the watery depths of oceans and seas. They establish small communities, uniting with other sea elves as needed for protection but remaining largely independent. Some of these communities are built partly above and partly below the water, with half-elves of sea elf descent living in the open air, while their aquatic kin make their homes below.

Sea elves consider themselves an enlightened people capable of appreciating life in more dimensions than other creatures. When they do interact with other races, they often appear aloof and dismissive, as though bored or distracted, though this is not necessarily the case Sea elves are simply thinking of what wonders they might find during their explorations of their watery environs.

Considered beautiful by many elves, humans, and similar surface races, aquatic elves are a graceful and quick-witted people. Their skin can be the pale white or gold of beach sand, the russet of living coral, or the green-black of deepwater kelp. Often, aquatic elves’ coloration adjusts to their usual environment over time, sometimes changing over the course of a few generations. Their hair is long and silky, rippling with shades of blue and green. Sea elves have delicate, translucent webbing between their fingers and toes, allowing them to swim adroitly through the water.

Adventurers
Groups of aquatic elves are known to specialize in searching ruins for pieces of art, historical records, and magical artifacts from sunken and forgotten empires.

Those exploring the submerged debris of long-lost cities sometimes partner with adventurers of other races to overcome dangerous traps or guardians. Prideful as they are, sea elves know that other creatures can contribute specialized abilities to an expedition, though they are happiest working with gnomes, halflings, and surface elves, as these creatures are likely to return to the surface when their business beneath the waves is done. Some aquatic elves distrust humans, who they believe conceal expansionist motives and have a reckless disregard for danger—especially as concerns ancient and dangerous magic. Aquatic elves ally with gillmen only when necessary, as they worry that any such collaboration could be a part of some deeper aboleth scheme.

Aquatic elves believe that life is more vivid underwater than on land and that exceptional possibilities—both material and spiritual—exist for aquatic explorers. Aquatic elf adventurers, particularly those with no obligations to family or community, seek out hidden caverns, new species of plants or animals, and undiscovered ruins in the deepest reaches of the ocean, believing that their journeys lead to personal spiritual evolution.

As with surface elves, aquatic elves often have an aptitude for arcane magic, and the lure of lost power can draw aquatic elf adventurers far from familiar environments.

Arcane practitioners venture into submerged abandoned sites associated with other races, such as cecaelias or merfolk, hunting for lost magic items or forgotten spells; these expeditions often bring the aquatic elves into conflict with the races that consider the ruins their own. Aquatic elf adventurers may even leave the ocean and travel on dry land to pursue rumors of particularly powerful treasures, no matter how thinly substantiated.

When they do so, they prefer to ally with surfacers who know the area well (or hire one or more guides or specialists), as they harbor an unnatural fear of getting lost while on land and being unable to return to their vibrant ocean homes, even though they suffer no physical detriments from being on land for extended periods of time.

Ability Score Modifiers: Sea elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Sea elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Sea elves are Humanoids with the elf and aquatic subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.
Base Speed: Aquatic elves have a base speed of 30 feet and a swim speed of 30 feet.

Languages: Sea elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Elven Immunities: Sea elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Sea elves receive a +2 racial bonus on Perception checks.

Elven Magic: Aquatic 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 skill checks made to identify the properties of magic items.

Weapon Familiarity: Sea elves are proficient with rapiers, short swords, longswords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon. They do not have proficiency with bows as they are not useful in water.

Low-Light Vision: Aquatic elves can see twice as far as humans in conditions of dim light.

Other Racial Traits
Amphibious: Aquatic elves can breathe both water and air.

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
110 years +4d6 years
(114 – 134 years) +6d6 years
(116 – 146 years) +10d6 years
(120 – 170 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 4 in. +2d8 in.
(5 ft. 6 in. – 6 ft. 8 in.) 110 lbs. +(2d8×5 lbs.)
(120 – 190 lbs.)
Female 5 ft. 4 in. +2d6 in.
(5 ft. 6 in. – 6 ft. 4 in.) 90 lbs. +(2d6×5 lbs.)
(100 – 150 lbs.)

Alternate Racial Traits
The following racial traits may be selected instead of the standard aquatic elf racial traits.

Deep Sea Dweller: Aquatic elves who live far beneath the surface have adapted to the inhospitable conditions of the ocean depths. Aquatic elves with this racial trait gain darkvision with a range of 60 feet and cold resistance 5. This racial trait replaces low-light vision and elven immunities.

Surface Features: Some aquatic elves appear almost indistinguishable from surface elves. Their coloring, height, and weight all suggest those of a surface elf, and the webbing between their digits is almost transparent. Aquatic elves with this racial trait gain a +4 bonus on Bluff and Disguise checks when attempting to pass themselves off as surface elves. This racial trait replaces keen senses.

Surfacer Antagonist: Aquatic elves generally distrust humans, but for some, the suspicion has become festering hatred. Those who have lost loved ones to human aggression or have watched humans loot artifacts from venerated undersea ruins view all humans as enemies. Aquatic elves with this racial trait receive a +1 bonus on attack rolls against humans. This racial trait replaces elven magic.

Favored Class Options
The following options are available to all aquatic elves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward. In addition to the options below, aquatic elves may select any favored class options available to elves.

Arcanist: Add 1/4 to the arcanist’s caster level when casting spells with the water descriptor.
Cavalier: Add 1 skill rank to the cavalier’s mount. If the cavalier ever replaces his mount, the new mount gains these bonus skill ranks.
Druid: Add 1 hit point to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points. For a druid whose nature bond gives her a cleric domain, select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power.
Fighter: Choose a weapon from the following list: rapier, short sword, trident, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
Magus: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the magus’s spellbook. This spell must be at least 1 level below the highest spell level he can cast. This spell is treated as 1 level higher unless it also appears on the magus spell list.
Ranger: Choose a weapon from the following list: longbow, shortbow, or any weapon with “elven” in its name. Reduce the penalty on ranged attack rolls underwater made with this weapon by 1.
Summoner: As long as the summoner’s eidolon has a swim speed, add 5 feet to its swim speed (max +20 feet).
Witch: When casting a witch spell underwater, add 1/3 to the effective caster level of the spell for the purpose of determining the spell’s duration.
Wizard: Add 1 to the wizard’s caster level check when attempting to cast a spell with the fire descriptor underwater.

Gear to craft or buy:

Haramaki: +1 AC, no arcane spell failure, and at 5 gp you can afford it at first level.

Wyroot staff bow (1,000/2,000/4,000): A Wyroot quarterstaff is a fantastic way to recharge your Arcane Pool. Use it to deal nonlethal damage to unconscious enemies and you can quickly recharge your arcane pool for free.

Role-playing tips for weak stats:

Every failed Wisdom-based check or save is a story opportunity. You believe the lying NPC, which sets up a greater betrayal later. You get charmed into attacking your party, who now have to creatively neutralize you. You run away screaming from the dragon instead of fighting it as expected. You get lost on the wilderness and spend an extra day retracing your steps. You walk into traps and miss obvious details for hilarious effect. You're really bad at your job, which is maybe why you took up adventuring. From an RP perspective, Wise characters are calm, stoic, aware, grounded. Boring. Your character is reckless, impulsive, and emotional, just like every character in a comedy. You get to do whatever harebrained scheme or ill-advised action pops into your head, and damn the torpedoes! You have more potential for vices and flaws, with important life lessons to learn at every turn. Instead of a tightly controlled cutter, you go through a campaign like a wrecking ball of fun, no matter your alignment.

She has high intelligence and charisma but really low wisdom, making her a space cadet, like how she teleported accidently onto the deck of a ship using a scroll from her master, but had no idea how to control it.

Colorful Quotes to use:
“Your mouth is open, sound is coming from it. This is never good.”

“She wouldn’t even kill me. She just left. I mean, is that too much to ask? You know? Some little sign that she cared?”

“I’m talking! Don’t interrupt me. Insignificant man.”

“Sorry about the chains. It’s not that I don’t trust you, it’s…actually, it is that I don’t trust you.”

“This is just too much. I mean, yesterday my life’s like, ‘Uh-oh, pop quiz.’ Today it’s ‘Rain of Toads.'”

“Wow, it’s like, one second you were this klutzy teenager with false memories and a history of kleptomania, and then suddenly you were a hero. A hero with a much abbreviated life span.”

“You have a plan?”

“I am the plan.”

“You’re really campaigning for b+&*# of the year, aren’t you?”

“With all the rubbish people keep sticking in my head, it’s a wonder that there’s room for my brain.”

“They were supposed to be my light at the end of the tunnel."

“I like you. You’re nice, and you’re funny,