Cleric of Gozreh

Esmaralda's page

124 posts. Alias of Purple Dragon Knight.


Full Name

Esmaralda

Race

| HP 17/17 | AC 16, T 12, FF 15 | CMD 12 | F +2 R +3 W +4; | Init +1 | Darkvision, Perc +3

Classes/Levels

| Speed 30ft | Arcanist Spells: 1st 3/5 | Arcane Reservoir: 3/6 | Active Conditions: mage armor

Gender

”Esmaralda” | Female CG human (Varisian) Arcanist 3

About Esmaralda

Esmaralda
Male Human (Varisian) arcanist 3
None Medium humanoid (human)
Init +1, Senses Perception +3
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DEFENSE
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AC 16, touch 12 (16 vs. incorporeal), flat-footed 15 (+4 mage armor, +1 deflection, +1 Dex, )
hp 17 ((3d6)+3)
Fort +2, Ref +3, Will +4

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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged dagger (thrown) +2 (1d4-1/19-20)
Ranged ranged touch +2 (varies by spell/x2)
Special Attacks Arcane Reservoir (4/6), Arcanist Exploits, Consume Spells (2/day),

Prepared Spells
Arcanist (CL 3rd; concentration +7)
1st(5/day)-burning hands(DC 15), charm person(DC 15), mage armor(DC 15)
0th(at will)-detect magic, light, mage hand, message, prestidigitation(DC 14)

Spell-like Abilities
Audrahni's Ally (CL 3rd; concentration +7)
2nd(1/day)-calm emotions(DC 16), cure moderate wounds(DC 16), lesser restoration(DC 16)
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TACTICS
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Botting Instructions: casts a spell as a standard action; uses her counterspell arcane exploit as an immediate action if spell threatens the party.

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STATISTICS
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Str 8, Dex 12, Con 12, Int 18, Wis 13, Cha 14,
Base Atk +1; CMB +0; CMD 12
Feats Alertness (when familiar is within 5 ft.), Extra Arcanist Exploit (3x)
Skills Appraise +8, Diplomacy +12, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +8, Knowledge (History) +8, Knowledge (Local) +11, Knowledge (Nature) +8, Knowledge (Planes) +10, Knowledge (Religion) +10, Linguistics(Orc, Thassilonian) +9, Perform (Dance) +3, Perform (Sing) +3, Perform (String Instruments) +3, Profession (Farmer) +5, Profession (Innkeeper) +5, Spellcraft +10 (+12 to identify a spell being cast), Use Magic Device +6
Traits Friend in Every Town (Diplomacy), Spell Duel Prodigy (Region), Audrahni's Ally - Reflex (Campaign)
Languages Common, Draconic, Dwarven, Elven, Giant, Orc, Thassilonian, Varisian
SQ admixture school, arcanist spells prepared, bonus feat, cantrips, counterspell, arcane bond (familiar), familiar, familiar's alertness ability active, potent magic, quick study, school understanding, skilled, versatile evocation, weapon and armor proficiency,
Combat Gear
Other Gear ring of protection +1, sleeves of many garments, spellbook, backpack, masterwork, dagger, familiar satchel, wizard's kit, 687 gp worth of gems inside a sealed pocket within her blouse; tanglefoot bag x3; acid x4.
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SPECIAL ABILITIES
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Audrahni's Ally +1 trait bonus to Reflex saving throws; 1/day one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

Admixture School

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 6 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 4. Any points you had from the previous day are lost. You 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 arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Background Skill (Knowledge (History), Perform (Dance), Perform (Sing), Perform (String Instruments), Profession (Farmer), Profession (Innkeeper))

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You can prepare 5 cantrips, or 0-level spells, each day. 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.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you 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 your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Counterspell (Su) By expending one point from your arcane reservoir, you can attempt to counter a spell as it is being cast. You must identify the spell being cast as normal. If you successfully do so, you can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that you have prepared, you can instead expend an available arcanist spell slot of the same level, and you receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar (Ex) You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar. If you receive a familiar from another class, your levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; you must choose one or the other).

Sunshine, Thrush Familiar:

Sunshine
Male Thrush animal 1
TN Diminutive animal
Init +2, Senses low-light vision; Perception +5
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DEFENSE
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AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size )
hp 8 ((1d8)-2)
Fort +0, Ref +4, Will +5
Defensive Abilities improved evasion,
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OFFENSE
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Speed 10 ft. Fly 40 ft. (Average)
Melee bite +0 (1d2-5)
Space 1 ft. by 1 ft. Reach 0 ft.
Special Attacks Deliver Touch Spells,

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TACTICS
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STATISTICS
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6,
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus (Perception)
Skills Appraise -1, Diplomacy +1, Fly +12, Knowledge (Arcana) +1, Knowledge (Dungeoneering) -1, Knowledge (History) -1, Knowledge (Local) +1, Knowledge (Nature) -1, Knowledge (Planes) +1, Knowledge (Religion) +1, Linguistics(Common, Elven, Thassilonian) +1, Perform (Dance) -1, Perform (Sing) -1, Perform (String Instruments) -1, Profession (Farmer) +3, Profession (Innkeeper) +3, Spellcraft +1, Use Magic Device -1,
Languages Common, Elven, Thassilonian, Varisian, Empathic Link,
SQ alertness, empathic link, intelligence score, low-light vision, natural armor bonus, share spells, speak one language,
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Avian Available Magic Item Slots; armor, belt, chest (saddle), eyes, head, headband, neck, ring, wrist; can grasp objects (including rods, staves, wands, and weapons)

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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.

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.

Intelligence Score The familiar's Intelligence score.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.

Share Spells (Ex) The wizard 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).

Speak One Language (Su) The familiar can speak one language of its master's choice as a supernatural ability.

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Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Friend in Every Town (Diplomacy) You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

No Racial Subtype You have chosen no racial subtype.

Potent Magic (Su) Whenever You expend one use of your arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever you expend one point from your arcane reservoir to increase the DC of a spell, the DC is increases by 2 instead of 1.

Quick Study (Ex) You can prepare a spell in place of an existing spell by expending one point from your arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. You must be able to reference your spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

School Understanding You can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but do not have to select any opposition schools. You gain one ability of that school as though you were a 1st level wizard, using your Charisma modifier in place of your Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use to 5 times per day. As a swift action, you can expend one point from your arcane reservoir to bolster your understanding, allowing you to treat your arcanist level as your wizard level for these abilities for 2 rounds. During this time you also gain use of the other ability gained at 1st level for your selected school. You do not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If you already have an arcane school (or gain one later), taking this exploit instead allows your arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of your arcane school.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spell Duel Prodigy You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell.

Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability 5 times per day.

Versatile Evocation

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

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Spellbook:

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Arcanist Spells
1st -burning hands, charm person, clarion call, cloak of secrets, color spray, comprehend languages, coward's cowl, crafter's fortune, cultural adaptation, detect secret doors, detect undead, disguise self, ear-piercing scream, ears of the city, endure elements, enlarge person, heightened awareness, identify, liberating command, magic missile, memorize page, mindlink, mount, protection from evil, shield, shocking grasp, silent image, sleep, true strike, vanish, wizened appearance
0th -acid splash, arcane mark, chameleon scales, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, oath of anonymity, open/close, prestidigitation, ray of frost, read magic, scrivener's chant, spark, vacuous vessel

Background:
Esmaralda was raised in Sevenarches by her adoptive father, a lone farmer on the southern edge of the kingdom. She worked at the local inn as a waitress and to assist the owner with the books, so it wasn't long before she began to demonstrate a talent for music and an ability to connect with people.

Her father introduced her to several minstrels traveling through the county and eventually got her admitted at the Erages Academy, where she learned the rudiments of the half-elven magic tradition of this area. She flourished during three beautiful years there, but on her return for summer break during that time she discovered her father deceased in his farm, the animals running rampant. Her sorrow was great, and a little bird came to her that summer, a thrush she called 'Sunshine' and which has been with her ever since. After dealing with the estate she returned to Erages to complete her studies, but her heart wasn't there... certain criminal elements in this town exploited her vulnerability and sorrow and she fell with the wrong crowd for a time, resulting in a checkered past which denied her the opportunity to graduate from the Academy. She left the town bearing a significant amount of shame, and has been traveling since, working throughout Varisia in various capacities, her talent for music, magic and public relations appreciated by most of her employers (at times a little too much, which explains why she has quit several prestigious establishments as of late...) She has learned to use her diplomatic skills as a mantle of protection against those of superior strength or martial training, and she has threaded the line between attraction and the constraints of reality, able to convince the most despicable and depraved individuals to revise their current course of action by weighing the consequences of their acts before they commit them.

She has now been in Roderic's Cove for three months and has made fast friends with Audrahni, who shares her passion for magic, dancing and music, and who has also seemingly suffered from a tragedy in her past. A few nights ago she dared to ask her what had happened to her parents, but saw her troubled by the question so she didn't push it further. Perhaps in time Audrahni will confide in her the same way she opened up to her in the last few weeks... perhaps even very soon, as she is scheduled to have dinner with her dear friend after work tonight!

Appearance & Personality:
Esmaralda is a gorgeous woman of average height and weight. She carries herself with poise, holding her head high, not holding any false humility about her charms. Her long legs and strong core muscles are typical of those of a professional dancer. She keeps her hair together while working or adventuring for a client, and lets it loose in the evening after brushing or during formal functions. Her green eyes accentuate her brown-red hair, and her skin is fair. Her wardrobe is constantly changing, mainly in part due to her magical sleeves of many garment, which she uses to change her attire to match the duty at hand. She is partial to the fragrance of lavender, and she keeps scented candles in any room she stays in.

She is a bit on the stoic side with colleagues or stranger, but not adverse to smiling or laughing. She is generous and offers help readily, but she is somewhat reserved with men, aware the the slightest nod or smile can send them in a frenzy to fight one another over her. She is very aware of her powers of seduction, and long ago decided to treat them like weapons, with all the gravitas this entails. One does not casually draw a sword at the dinner table to poke others with it in gest as this is a sure way to cause pain and suffering. Similarly, she brings her charm magic to bear very carefully, and certainly not upon friends, colleagues or the innocent. Most people find her trustworthy, but she does not have a huge abundance of friends. Those who do call her friend, however, treasure the bond above all else.

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