Full Name |
Geist Denken |
Race |
Elf |
Classes/Levels |
Arcanist 1 |
Gender |
m |
Size |
m |
About Geist Denken
Age: 138 years
Height: 6'4"
Weight: 136
Eyes: Sky Blue eyes
Hair: Jet Black hair
Character Level: 1
EXP Points Gained: 0
EXP To Next Level: 1000
DEFENSE
AC 12 (+0 armor, +2 dex), touch 12, flat-footed 10
CMD 12
HP 7 (1d6+1)
Fort (0) +0, Ref (0) +2, Will (2) +2
OFFENSE
Init +5
Speed 30 ft
CMB -1
Ranged (+0 BAB, +2 dex)
Melee (+0 BAB, 0 str)
Dagger, Light/Small +0 Att, 1d4-1 Dmg, P or S, Crit 19-20/x2
STATISTICS
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Strength: 11 (0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 10 (+0)
Charisma: 14 (+2)
Skills
Skills--total--ranks--class[y/n]--attribute
Acrobatics--2
Appraise--4 y--Int+4
Bluff--3-- 1 n--Cha+2
Climb-- -1
Craft--4 y--Int+4
Diplomacy--3 1 n--Cha+2
Disguise--2
Escape Artist--2
Fly--2 y
Intimidate--2
Knowledge – Arcana y--Int+4
Knowledge – Dungeoneering y--Int+4
Knowledge – Engineering y--Int+4
Knowledge – Geography y--Int+4
Knowledge – History y--Int+4
Knowledge – Local--8 1--y--Int+4
Knowledge – Nature y--Int+4
Knowledge – Nobility y--Int+4
Knowledge – Planes y--Int+4
Knowledge – Religion y--Int+4
Linguistics - y--Int+4
Perception-- 3 1--n--W+0--+2Elf
Perform - Oratory--2
Profession--0 y--Wis+0
Sense Motive--0
Sleight of Hand--2
Spellcraft--8 1--y--Int+4
Stealth--2
Survival--0
Swim -1
Use Magic Device-6 1--y--Cha+2
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Feats
Feats = 1
Exploit = 1
Feat Name & Description:
Spell Focus: Enchantment +1 DC
Powerful Magic: Burn 1 Reservoir for +2 DC
Favored Class: Arcanist
1stlvl: +1 RP
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Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
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Racial and Class Skills & Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. This racial trait replaces elven immunities.
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.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
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Equipment & Gear
Scholar's Outfit (0 lb.)
Bandolier-R Shoulder (0 lb)
flask of acid 1 lb
Bandolier-L Shoulder (0 lb)
Tanglefoot Bag 4 lb
Masterwork Backpack (4 lb.) holds:
50' Silk Rope (5lb)
Water skin (4 lb.)
5 Days of trail rations (5 lb.)
Hooded lantern (2 lb.)
1 Oil [1-pint flask] (1 lb.)
Hip flask--strong Rumboozle (1lb)
Flint and steel, whistle, chalk (0 lb.)
Weight of Equipment: 27 lb.
30/60/90(MK backpack)
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Money: 72 gp, 8sp, 20 cp
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Spells
Arcane Reservoir: 5
Spells per day
0 Level Spells: DC = 14
1st Level Spells: DC = 15, 3x per day (includes 1 bonus spell for INT bonus)
Enchantment +1 DC & Sleep +1 more DC
Spells Known
0 Level: Detect Magic, Daze(E), Acid splash, Disrupt Undead
1st Level: Magic Missile, Sleep(E)(S)
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Character History:
Born to a poor farming community, Geist learned that his life had little value. Pestered and abused daily by the larger children, Geist yearned leave this life and go somewhere. Anywhere.
After spontaneously manifesting an Acid Orb and severely burning a neighbor child, he was sold to the local Mage College. Although he was worked hard as an indentured servant, over time he gained access to books and, after showing his aptitude, eventually secured patronage and a student's education.
Although he is now learned in the ways of the arcane, his stunted emotional life has left him with a mild sociopathic leaning. He finds it difficult to view other people as something other than pieces on the game board to be cherished, used, or sacrificed, depending on what his over-active mind deems the greater need, at the time. He understands that this is not how other people function, but, knowing little else, is at an end to seek the condition's cure.
He journeys now from Ouros; his first assignment is to reinforce Bastion and help to see to its maintenance and keep the ever-present undead at bay. He hopes that in its storied halls he can find asnwers to the questions that he is seeking.