Kreighton Shaine

Fibek Entine's page

235 posts. Alias of Chainmail.


Full Name

FIbek Entine

Race

Elf

Classes/Levels

Arcanist (Occultist) 1 | AC: 12 (t 12, ff 10) | HP: 7/7 | Fort +0, Ref +2, Will +4 | CMB -1, CMD 11 | Init +6 | Perc +9

About Fibek Entine

Male Elven Arcanist(Occultist 1)
XP=985
NG Medium Humanoid (Elf)
Init: +6
Senses: Low light vision, Perception:
Languages: Common, Elven.
Deity: Abadar

ministats:

Round 1
hp=7/7(AC12/ff10/t12) {F=+0/R=+2/W=+4} CMD 11

description background:

Description:
Fibek is a fair and comely elf who has approached middle-age. Some have their looks diminish, but others seem to grow into their middle-age with more grace and comeliness than in their youth. Fibek, with his golden hair and twinkling amber eyes is one of these. He is equally at ease in the woods and social settings.
Fibek dresses in woodland colors, greens and muted browns. Although the clothes are simple, they are impeccably tailored.

Background:
The court elf was troubled. Matters of the heart were never easy. So he found himself in Sandpoint trying to impress a legendary ranger Shalelu. The tales of her greatness had spread farther from Sandpoint than anyone could imagine. They even reached the jaded elf uncertain what to do with his life and looking like he was on the outs with his domineering parents. A couple of trips to visit people who had met the ranger firsthand only encouraged his ambitions. So when his parents went to his room, they found a note in Elven that said simply: "I had to go see about a girl..."
Fibek was born to elven royalty, and lived a life of privelege and favor. He was tutored by the best, and his natural talents in many areas were apparent. His tutors of magic, religon, and nature found Fibek to be an apt pupil. Rather than choose among the three disciplines, Fibek chose to pursue arcane magic of a strange kind, and his occultist research bothered his parents.
Fibek became estranged from his family by two important events that happened in rapid succession. His relationship with his protective parents could have survived one of the them, but not both. First Fibek chose Abadar as his patron over Desna, and pledged to pursue Abadar. Second, rather than pursue wizardry, Fibek was more interested in summoning magic, and was able to summon using wrinkles in the fabric of magic others could not. After these choices, Fibek found what he thought was a short feud with his parents turned into a decades long estrangement. He has chosen to find his destiny in human lands. He updated his parents by dreams, and hopes to get some word in the future that his parents approve of him.

Offense/Defense/Statistics:

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DEFENSE
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AC 12 ( +2 DEX), Touch 12, Flat-footed 10, CMD 11
HP 7 (1HD)
Fort: +0, Ref: +0, Will: +4
Special: +2 vs. enchantments, immune to sleep
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OFFENSE
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Speed: 30 ft. (6 Squares)
Dagger -1 (1d4-1)
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STATISTICS
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middle-aged +1 mental/-1 physical
Str 9, Dex 14, Con 10, Int 20, Wis 14, Cha 14

racial traits:

Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: 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.

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

Feat and Skill Racial Traits
•Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Magical Racial Traits
•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.

Offense Racial Traits
•Weapon Familiarity: Replaced

Senses Racial Traits
•Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Traits/Feats:

Traits:
Reactionary - +2 initiative
Eyes and Ears of the City (+1 to Perception, Perception = class skill)
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FEATS
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Armour Proficiencies:
Weapon Proficiencies: Simple
Spell Focus (Conjuration) (Level 1)
Run (racial)

Skills:

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SKILLS
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Trained are marked with *, italics for class skills.
7 skill ranks per level 2+5(INT)+0(FC)

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics[+2] = 0.0 + 2
Appraise* [+5] = 0.0 + 5 + 0
Bluff [+2] = 0.0 +2 + 0
Climb [-1] = 0.0 - 1
Diplomacy [+2] = 0.0 +2
Disable Device N/A
Disguise [+2] = 0.0 +2 + 0
Escape Artist [+2] = 0.0 + 2
Handle Animal [+2] = 0.0 +2
Heal [+2] = 0.0 + 2
Intimidate [+2] = 0.0 +2 + 0
Knowledge (Arcana)*[8] = 1.0 + 4 + 3(class)
Knowledge (Nature)*[8] = 1.0 + 4 + 3(class)
Knowledge (Dungeoneering)*[8] = 1.0 + 4 + 3(class)
Knowledge (Planes)* [+9] = 1.0 + 5 + 3(class)
Knowledge (Local)* [+9] = 1.0 + 5 + 3(class)
Perception* [+9] = 1.0 + 2 + 3 Class +2 Racial+1(trait)
Ride [+2] = 0.0 + 2
Sense Motive* [+2] = 0.0 + 2
Spellcraft [+9/11 to ID] = 1.0 + 5 +3 (Class) +2 to ID
Stealth [+2] = 0.0 + 2
Survival [+2] = 0.0 + 2
Swim [-1] = 0.0 + 1 + 3 (3 Class)

Arcanist Abilities:

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SPECIAL ABILITIES Arcanist
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The following are the class features of the arcanist.

Weapon and Armor Proficiencies

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).

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. Her base daily spell allotment is given on Table: Arcanist under “Spells 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 (Su)

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.

For a complete list of Arcane Exploits, see here

Consume Spells (Su)

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.

Greater Exploits

At 11th level and every 2 levels thereafter, an arcanist can choose one of the following greater exploits in place of an arcanist exploit.

Alter Enhancements (Su): An arcanist with this exploit can modify the enhancements placed on a weapon, suit of armor, or shield. The arcanist can use this exploit to change one weapon or armor special ability to another with an equal cost. This ability can only be used to change the item's special abilities, not its enhancement bonus. Using this ability requires the arcanist to touch the item as a full-round action and expend 1 point from her arcane reservoir, and doing so provokes an attack of opportunity. This ability cannot be used on an item in the possession of an unwilling creature. This change lasts for a number of minutes equal to the arcanist's Charisma modifier (minimum 1). The arcanist must have the arcane weapon exploit to select this exploit.

Burning Flame (Su): Whenever the arcanist uses the flame arc exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, each target catches on fire if it fails its saving throw. Until the fire is extinguished, the target takes 3d6 points of fire damage at the start of each of its turns. The target can attempt a Reflex saving throw as a full-round action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames. The arcanist must have the flame arc exploit to select this exploit.

Counter Drain (Su): Whenever the arcanist successfully uses the counterspell exploit, she regains a number of points to her arcane reservoir, which is determined by the level of the spell countered. Spells of 2nd level or lower do not restore any points to her arcane reservoir. Spells of 3rd and higher restore 1 point to her arcane reservoir for every three spell levels (rounded down), to a maximum of 3 points at 9th level. The arcanist must have the counterspell exploit to select this exploit.

Dancing Electricity (Su): Whenever the arcanist uses the lightning lance exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. The arcanist must have the lightning lance exploit to select this exploit.

Energy Absorption (Su): Whenever the arcanist is using the energy shield exploit, and the shield prevents 10 or more points of damage, she can absorb a portion of that energy and use it to fuel her exploits. After absorbing the damage, she can use any exploit that deals the same type of energy damage as the type her shield absorbed, reducing the cost to her arcane reservoir by 1 point. She must use this energy within 1 minute or it is lost. The arcanist does not gain more than one such use of energy per round, and she cannot store more than one use of this energy at a time. The arcanist must have the energy shield exploit to select this exploit.

Greater Counterspell (Su): Whenever the arcanist uses the counterspell exploit, she can expend any arcanist spell slot of the same level or greater than the spell to be countered (instead of the spell level +1). The arcanist must have the counterspell exploit to select this exploit.

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 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.

Greater Spell Disruption (Su): The arcanist can disrupt a spell effect or magic item by expending 1 point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma modifier to the dispel check. The arcanist must have the spell disruption exploit to select this exploit.

Icy Tomb (Su): Whenever the arcanist uses the ice missile exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, the target is coated in rime if it fails its saving throw. As long as the ice remains (typically 1 minute per level in a warm area), the target is entangled (although not anchored) and takes 1 point of Dexterity damage at the start of each of its turns. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit to select this exploit.

Lingering Acid (Su): Whenever the arcanist uses the acid jet exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, the target takes additional damage on the following rounds if it fails its saving throw. The target takes 1d6 points of acid damage on the following round for every 2d6 points of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d6 points of acid damage for every 2d6 points of acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous round by this effect is 1d6. For example, a 9th level arcanist would deal 5d6 points of acid damage + the arcanist's Charisma modifier, 2d6 points of acid damage on the following round, and 1d6 points of acid damage on the third and final round. The arcanist must have the acid jet exploit to select this exploit.

Redirect Spell (Su): The arcanist can gain control of a spell cast by another spellcaster. As a standard action by expending 1 point from her arcane reservoir, the arcanist can make a caster level check opposed by the creature controlling the spell. If the arcanist is successful, she can direct the spell as a free action for 1 round, making any decisions allowed by the spell. This only functions on spells that can be directed or changed once they have been cast, such as flaming sphere or spiritual weapon. The spell returns to its owner's control at the start of the arcanist's next turn, unless the arcanist expends another point from her arcane reservoir at the start of her turn to extend the duration of control by another round. She can continue to control the spell for as long as the spell lasts, provided she keeps spending points from her arcane reservoir.

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).

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 (Sp)
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.

Planar Contact (Sp)
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level.

This ability replaces the arcanist exploit gained at 7th level.
Perfect Summoner
At 20th level, an occultist can use her conjurer's focus without spending points from her arcane reservoir, and the creatures summoned last until dismissed.
This ability replaces magical supremacy.


Spells:

Spellbook
0 level = all
1 level = Color Spray, Magic Missile, Mage Armor, Monster Summoning I, Grease, Comprehend languages, Enlarge Person, Sleep
Spells Known
0 = Detect Magic, Prestidigitation, Message, Light
1 = Grease, Color spray
Spells Per day
0 = Unlimited
1 = 4

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EQUIPMENT
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Carried/Equipped: (cost in gp, weight in lb)
Wooden Holy Symbol Abadar(1/1), Explorer's Outfit, Cold iron Dagger(4/1), Light Hammer (1/2)

Scrolls: Comprehend Languages, Enlarge Person (x2)

In Backpack
Grappling Hook(1/4), 2 days Rations (Trail)(1/1), Waterskin (Filled)(1/4), 50' Hemp Rope(1/10).

In Belt Pouch #1:
5 sheets Parchment(1/0), inkpen(.1/0), .5 oz ink.(4/0)