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About Glorfiniel FireblossomBackground:
Glorfiniel was born in the Elven community at Caliphas. While still a child, he lived through the many upheavals that beset Ustalav at the time and was aware that his elders would often meet with long faces to discuss the latest problem. Realising that the world was a dangerous place, especially as he was frequently bullied by the human children in the City, Glorfiniel resolved to meet the world with as much preparation as he could muster. When his Draconic Bloodline manifested, instead of pursuing the traditional path of a self-taught Sorceror; he applied himself to a course at the Quarterfaux Archives and became a Blood Arcanist. After graduation, he became quite well known as a Blaster Caster, earning the epithet "Fireblossom". Glofiniel started his adventuring career by helping to defend against Orc raiders from the Hold of Belkzen. When things grew quiet there, he joined some expeditions; one to the Virlych,a couple to the Furrows. Recently he has settled down to a relatively quiet life as a scribe in Caliphas, however he is ever ready to gear up for a worthy cause.
Male Elf arcanist 11 NG medium humanoid (elf) Init +8; Senses Low-Light Vision, Perception +13, Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Orc, Shadowtongue, Skald, Sylvan, Undercommon, Varisian AC 22, touch 15, flat-footed 20 hp 82 (11HD) Fort +9, Ref +9, Will +11, +2 vs. enchantment spells and effects Speed 30ft. (6 squares) Melee masterwork dagger +5 (1d4-1/19-20) Ranged masterwork dagger (thrown) +8 (1d4-1/19-20) Ranged masterwork crossbow, heavy +8 (1d10/19-20) Face 5 ft. Reach 5 ft. Base Atk +5; CMB +4; CMD 20 Atk Options Intense Spells, Special Actions Force Missile (1d4+1, 11/day), Prepared Spells Prepared Spell List Arcanist (CL 11th): 5th - Intensified, Empowered Fireball (DC21), Dazing Fireball (DC21) 4th - invisibility (greater) (DC 21) , snapdragon fireworks [dazing spell] (DC 18) , wall of fire 3rd - Intensified fireball (DC 21) , fly (DC 20) , haste (DC 20) 2nd - alter self (DC 19) , glitterdust (DC 19) , mirror image (DC 19) , protection from arrows (DC 19) , web (DC 19) 1st - ear-piercing scream (DC 19) , expeditious retreat (DC 18) , reduce person (DC 19) , shield (DC 18) , unseen servant 0th - arcane mark , detect magic , ghost sound (DC 18) , light , mage hand , mending (DC 18) , message , prestidigitation (DC 18) , read magic (DC ) Special Qualities Arcane Reservoir, Arcanist Spells Prepared, Bloodline, Dimensional Slide, Elven Immunities, Elven Magic, Evocation School, Improved Initiative, Keen Senses, Low-Light Vision, Potent Magic, School Understanding, Weapon and Armor Proficiency, Weapon Familiarity, Feats Dazing Spell, Empower Spell, Improved Initiative, Intensified Spell, Spell Focus (Evocation), Spell Specialization (Evocation) (Fireball) Skills Acrobatics +2, Appraise +11, Artistry +7, Bluff +2, Climb -3, Craft (Alchemy) +11, Craft (Books) +11, Craft (Cloth) +11, Craft (Untrained) +7, Diplomacy +2, Disguise +2, Fly +6, Intimidate +2, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +11, Knowledge (Geography) +11, Knowledge (History) +12, Knowledge (Local) +11, Knowledge (Nature) +13, Knowledge (Nobility) +11, Knowledge (Planes) +21, Knowledge (Religion) +12, Linguistics(Abyssal, Undercommon) +12, Perception +13, Perform (Untrained) +2, Profession (Scribe) +14, Spellcraft +21, Spellcraft (Identify magic item) +23, Stealth +2, Survival +1, Swim -3, Use Magic Device +16, Possessions amulet of natural armor +2; belt of physical might (+2Dex/+2Con); headband of vast intelligence +2; jingasa of the fortunate soldier; ring of protection +2; masterwork dagger; cloak of resistance +4; haramaki +4; outfit (scholar's); rod (elemental/acid/lesser); rod (selective/lesser); bolts, crossbow (10/cold iron) (x2); spellbook (arcanist's/blank); Handy Haversack ; Masterwork Crossbow, Heavy ; Spellbook (Arcanist's/Blank) 0th - acid splash , arcane mark , bleed (DC 18) , dancing lights , daze (DC 18) , detect magic , detect poison , disrupt undead , flare (DC 19) , ghost sound (DC 18) , haunted fey aspect (DC ) , light , mage hand , mending (DC 18) , message , open/close (DC 18) , prestidigitation (DC 18) , ray of frost , read magic (DC ) , resistance (DC 18) , scrivener's chant (DC 18) , spark (DC 19) , touch of fatigue (DC 18) 1st - burning hands (DC 20) , comprehend languages (DC ) , ear-piercing scream (DC 20) , expeditious retreat (DC ) , identify , monkey fish (DC ) , mount , protection from evil (DC 19) , reduce person (DC 19) , shield (DC ) , silent image (DC 19) , snapdragon fireworks (DC 19) , unseen servant 2nd - alter self (DC ) , glitterdust (DC 20) , mirror image (DC ) , protection from arrows (DC 20) , web (DC 20) 3rd - fireball (DC 22) , fly (DC 21) , haste (DC 21) , protection from energy (DC 21) 4th - globe of invulnerability (lesser) , invisibility (greater) (DC 22) , stoneskin (DC 22) , wall of fire 5th - break enchantment (DC 23) , cone of cold (DC 24) , summon monster v , wall of force 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 14 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 8. 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 17 Arcanist Spells Prepared Spell slots per day - 1st = 6, 2nd = 6, 3rd = 6, 4th = 6, 5th = 4, 6th = 0, 7th = 0, 8th = 0, 9th = 0 Bloodline A blood arcanist selects one bloodline from those available through the sorcerer bloodline Class Feature.Arcanist Class Feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline. If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform. This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit. Cantrips You can prepare 9 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. Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 110 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) 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. Evocation School Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 11 times per day. Greater Exploits You may choose greater exploits in place of an arcanist exploit. Headband of Intellect Skill Selection (Knowledge (Arcana), Profession (Scribe)) Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled. Intense Spells Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. 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. Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level. 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. 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. 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. 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 Weapon Familiarity (Ex) 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. |