Elvish Fighter

Fellorian's page

58 posts. Alias of MisterLurch.


Full Name

Fellorian Aandrith Saerenal Medirith Kresstiel

Race

Elf

Classes/Levels

Arcanist 1 [ HP 50/50 | AC 20/14/16 , Fort +3, Ref +8, Will +8 | Init +10; Perception +12 (low-light vision)]

Gender

Male

Size

6'2" 123 lbs

Age

126

Alignment

Neutral

Languages

Elven, Common

Occupation

Healer, Battle Mage

Strength 12
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 11

About Fellorian

Backgound:

Personality:

Description:

Combat Statistics:
Hit Dice: 1d6+2(con)
Initiative: +8 = +2(dex) +4(feat) +2(trait)
Armor Class: 12 = 10 +2(dex)
Touch AC: 12
Flat-Footed AC: 10
Speed: 30ft

Fortitude: 2 =0(class) +2(con)
Reflex: 2 =0(class) +2(dex)
Will: 2 =2(class) +0(will)

BAB: +0
CMB: +1
CMD: 13

Attacks:
Bogda Mor Greatbow of Distance: +9 ranged (1d10+1, 19-20/x3, 300ft., P)
Luathalann Longsword: +7 melee (1d8+3, 15-20/x3, P/S)
Codagh Scian Warknife of Distance: +7 melee, +9 ranged (1d4+3, 19-20/x2, 20ft., P/S)
Skirmish: +3d6 if movement of 10ft.

Racial Traits:
Elven Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

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

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

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: Elves can see twice as far as humans in conditions of dim light.

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

Arcanist Abilities:
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 (see Arcane Spells and Armor).

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.

Spontaneous Healing: At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with “cure” in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life.
This ability replaces the arcanist exploits gained at 1st and 9th levels.

Arcane Reservoir/Spellcasting:
Arcane Reservoir: 5

Consume Spells: 1

Arcanist Spell Slots Per Day:
Level 1: 3 | Level 2: 0 | Level 3: 0 | Level 4: 0 | Level 5: 0 | Level 6: 0 | Level 7: 0 | Level 8: 0 | Level 9: 0

Spells Prepared:
Level 0 (4):

Level 1 (2):

Spellbooks:
Spellbook: (0/100 pages full)

Feats/Traits:
Traits:
Reactionary: Gain a +2 trait bonus to Initiative.
Focused Mind: Gain a +2 trait bonus to Concentration checks.

Feats:
Level 1: Improved Initiative

Skills:
+15 Acrobatics = 3(ranks) +4(dex) +3(trained) +5(circumstance)
+9 Bluff = 3(ranks) +3(chr) +3(trained)
+14 Climb = 1(ranks) +2(str) +3(trained) +8(racial)
+6 Craft(bows) = 1(ranks) +2(int) +3(trained)
+6 Craft(traps) = 1(ranks) +2(int) +3(trained)
+9 Disable Device = 2(ranks) +4(dex) +3(trained)
+9 Disguise = 3(ranks) +3(chr) +3(trained)
+6 Escape Artist = 2(ranks) +4(dex)
+8 Knowledge(Geography) = 3(ranks) +2(int) +3(trained)
+7 Knowledge(Local) = 2(ranks) +2(int) +3(trained)
+8 Knowledge(Nature) = 3(ranks) +2(int) +3(trained)
+17 Perception = 5(ranks) +2(wis) +3(trained) +2(racial) +5(competence)
+8 Ride = 1(ranks) +4(dex) +3(trained)
+7 Sense Motive = 2(ranks) +2(wis) +3(trained)
+23 Stealth = 5(ranks) +4(dex) +3(trained) +3(feat) +8(circumstance)
+10 Survival = 5(ranks) +2(wis) +3(trained)
+8 Swim = 3(ranks) +2(str) +3(trained)
+12 Use Magic Device = 5(ranks) +3(chr) +3(trained) +1(trait)

Equipment/Money:

Money:
200 gp
0 sp
0 cp

Worn Items:

Belt Pouch: (1/5 cu.ft./10 lbs)

Spell Component Pouch (2 lbs)

Handy Haversack (camo, +1 stealth) (5 lbs):
Disguise Kit (8 lbs)
Seasoning Packets (10)
Climber's Kit (5 lbs)
Silk Rope (50 feet) (4 lbs)
Spellbook(3 lbs)
Journal (1 lb)