Race |
male aquatic elf arcanist (occultist) 1 | HP 9/9, arcane pool 3/4 | AC 13, T 13, FF 10 | F +2, R +3, W +3 (+2 vs enchantment; immune to sleep) | CMB +0, CMD 13 | Spd 30', Swim 30' | Perc +3 | Init +5 |
About Erimis
ERIMIS
male aquatic elf arcanist 1 (occultist)
neutral good medium humanoid (elf, aquatic)
Init +5; Senses low-light vision; Perception +3
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 dex)
HP 9 (1d6 +2 Con +1 FC)
Fort +2, Ref +3, Will +3
Special Defenses immune to sleep, +2 saves vs enchantment
OFFENSE
Speed 30 feet, swim 30 feet
Melee trident (1d8, 10’ range, brace, P) or cold iron dagger (1d4, 19-20/x2, 10’ range, P or S) or club (1d6, 10’ range, B)
Ranged trident (1d8, 10’ range, brace, P) or cold iron dagger (1d4, 19-20/x2, 10’ range, P or S) or club (1d6, 10’ range, B)
Special Attacks summon monster I (1 arcane point, standard action, duration 1 min), arcane reservoir 3/4, consume spells 1/day
STATISTICS
Str 11 (+0), Dex 17 (+3), Con 14 (+2), Int 18 (+4), Wis 13 (+1), Cha 11 (+0)
BAB +0, CMB +0, CMD 13
Feats
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Traits
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary: You gain a +2 trait bonus on initiative checks.
Skills 2/level + 4/level Int + 2 background = 8
Knowledge (arcana, history, local, nature, planes) +8, Linguistics +8, Perception +3, Spellcraft +8 (+10 to identify magic items), Use Magic Device +8
AC Penalty -0
Languages
Common, Elven, Aquan, Celestial, Draconic, Sylvan, Goblin
Racial Abilities
Elven Immunities: Aquatic elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Aquatic 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: Aquatic elves are proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Aquatic elves can see twice as far as humans in conditions of dim light.
Amphibious: Aquatic elves can breathe both water and air.
Arcanist Favored Class Bonus: Increase total number of points in the arcanist’s arcane reservoir by 1. x0
SQ
Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail.
Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir: 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.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Planar Spells: An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Conjurer’s Focus: An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.
SPELLS
Arcanist Spells Prepared:
1 (3/day) – color spray, grease (DC 16)
0 (at will) – acid splash, detect magic, light, mage hand
Caster Level: 1 (+2 to overcome spell resistance) Concentration: +5
Spellbook:
1 – color spray, expeditious retreat, grease, heightened awareness, magic missile, obscuring mist, shield
0 - all
GEAR
Combat Gear trident, cold iron dagger, club, 2x scroll of mage armor, scroll of comprehend languages
Other Gear
explorer’s outfit, spell component pouch, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Money 13 gp
FLUFF
Description Beauty = 14
Erimis is somewhat better looking than average for an aquatic elf. Of course for surface-dwelling races that makes him somewhat grotesque. He has a fishy appearance, with a round, toothy mouth and prominent gills. His midnight blue hair flows around his greenish turquoise, scaly skin as if carried by the currents, even when he is above the water's surface.
Years of study has given him a permanently downturned mouth but his eyes are alight with curiousity.
He wears no armor and carries only meager possessions. The only weapon one notes offhand is the trident slung across the back of his always-wet cloak.
History Erimis always had a particular knack for the arcane arts, even more than most of his race. His tribe occupied a coral reef along the continental shelf and everyone there knew he would become an important wizard and told him so throughout his childhood. He was sent to the Tolarian Academy in the large underwater city a few hundred leagues away to fulfil his destiny.
Unbeknownst to his tribe and even his family, he resented the pressure they put on him to succeed and as a result barely did well enough in his studies to remain at the school. He enjoyed learning but he didn’t care for the strict study necessary for wizard training. After several decades at the apprentice level, he ultimately left the wizard school and decided to make his way alone.
He had not gotten far when all the chaos began. Since then he has been surviving using the basic training and natural aptitude he possesses. He has no idea what has become of his people and is just seeking some sort of permanency to start building a new life around.
Age 137