Raistlin

Ilathor Valmaxian's page

329 posts. Organized Play character for Gummy Bear.


Race

HP: 37/37 | AC: 12 T: 12 FF: 10 CMD: 13 | F+5 R+6 W+7 Immune Sleep effects, +2 vs Enchantments | Init +9 | Perception +0, Low-Light |

Classes/Levels

Tracked Resources:
Spells 1st 6/6, 2nd 6/6, 3rd 5/5; Staff Minor Arcana 10/10; Extend 3/3; Focused 3/3; Arcane Bond 1/1; Reservoir 6/10

Gender

N Male Elf Blood Arcanist 7.0|

About Ilathor Valmaxian

Statistics:
Male Elf Blood Arcanist 7
N Medium Age 183
Init +9; SensesPerception +0, Low-Light
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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 37
Fort +5, Ref +6, Will +7, Immune to Sleep effects, +2 vs enchantments
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OFFENSE
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Speed 30 ft.

Melee None

Ranged None
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STATISTICS
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Str 7, Dex 14, Con 12, Int 25, Wis 10, Cha 10
Base Atk +3; CMB 3; CMD 13
Traits Magical Lineage (Slow), Wayang Spellhunter (Slow), Azlanti Scholar
Feats Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Run, Extra Exploit (Metamagic Knowledge [Persistent]), Improved Initiative
Skills 2+7+fcb=10/lvl=70 ranks
Spellcraft +17 (7 ranks, +7 int, +3 class skill) +2 vs Magic Items
Linguistics +17 (7 ranks, +7 int, +3 class skill)
Arcana +17 (7 ranks, +7 int, +3 class skill)
Dungeoneering +16 (6 ranks, +7 int, +3 class skill)
Engineering +11 (1 ranks, +7 int, +3 class skill)
Geography +11 (1 ranks, +7 int, +3 class skill)
Nature +15 (5 ranks, +7 int, +3 class skill)
Nobility +11 (1 ranks, +7 int, +3 class skill)
Planes +17 (7 ranks, +7 int, +3 class skill)
Religion +17 (7 ranks, +7 int, +3 class skill)
History +18 (7 ranks, +7 int, +3 class skill, +1 trait)
Local +18 (7 ranks, +7 int, +3 class skill, +1 trait)
Use Magic Device +11 (7 ranks, +3 class skill, +1 trait)

Languages Common, Azlanti, Elven, Tien Celestial, Draconic, Gnome, Orc, Sylvan, Dwarven, Abyssal, Aklo, Aboleth, Cyclops, Giant, Thassilonian

Special Abilities:

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SPECIAL ABILITIES
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Protege: This character has received the tutelage of an esteemed Venture-Captain. This tutelage manifests in a +2 bonus to a single ability score of your choice at character creation. Will present boon on request.

Bloodline (Arcane): A blood arcanist selects one bloodline from those available through the sorcerer bloodline 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.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Ring): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

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.

Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

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.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. 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.

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

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.

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.

Spells:

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Spells Prepared
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0th (7) Detect Magic, Mending, Read Magic, Dancing Lights, Mage Hand, Prestidigitation, Scriveners' Chant
1st (5) Vanish, Mage Armor, Feather Fall, Liberating Command, Color Spray
2nd (3) Mirror Image, Ceate Pit (DC 19), Gust of Wind
3rd (2) Persistent Slow (DC 23), Fireball (DC 20)
Spellbook

Spoiler:

0 - All

1 - True Strike, Shield, Mage Armor, Identify, Magic Missile, Unseen Servant, Color Spray, Feather Fall, Liberating Command, Alarm, Floating Disk, Mount, Silent Image, Burning Hands, Vanish, Ant Haul

2 - Darkvision, Mirror Image, Web, Create Pit, Levitate, Resist Energy, Rope Trick, Acid Arrow, Blur, Frigid Touch, Glitterdust, Scorching Ray, Spider Climb

3 - Slow, Dispel Magic, Communal Resist Energy, Phantom Steed, Magic Circle Against Evil, Fireball, Tiny Hut, Haste, Fly, Displacement, Stinking Cloud, Clay Skin, Heroism

5 - Baleful Polymorph

Book of Harms

Spoiler:

3rd—fireball, lightning bolt
2nd—acid arrow, darkness, ghoul touch, gust of wind
1st—burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement, shocking grasp

Ritual -Harmful Surge (Su):You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.

Gear/Possessions:

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GEAR/POSSESSIONS
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Wand of...
Spoiler:

Magic Missile 36
Heightened Awareness 28
Protection from Arrows 5
Burning Hands (CL 3) 2
Lesser Restoration 6
Protection from Evil 12
Daylight 7
Shield 4
Touch of the Sea 4
Silent Image 5
Comprehend Languages 6
Mage Armor 9

Scroll of...

Spoiler:

Grease 2
Obscuring Mist
Expeditious Retreat 2
Enlarge Person 2
Reduce Person 2
Expeditious Excavation 2
Vanish
Sculpt Corpse
Restore Corpse

Arcane Lock 2
Glitterdust 2
Make Whole 2
Suppress Charms and Compulsions
See Invisibility
Gust of Wind
Spider Climb
Invisibility 2
Fog Cloud
Stone Call 2
Shatter

Wind Wall 2


Whip
Grappling Hook
50ft Rope, knotted/coiled
Handy Haversack
Staff of Minor Arcana
Lesser Rod Extend
Lesser Rod Focused
Headband of Vast Intellect +2 (Religion)
Eye of the Mantis
Cloak of Resistance +2
Dusty Rose Prism Ioun Stone
Book of Harms
Wizard's Kit
Spoiler:

Backpack, Bedroll, Belt Pouch, Flint/Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, Spell Component Pouch, Torches (10), Trail Rations (5 days), Waterskin)

Proposed Build/Notes:

FCB->skills
Feats/Exploits
1 Spell Focus (Transmutation), Arcane Bond (Ring)
B Run
3 Greater Spell Focus (Transmutation), Metamagic Adept
5 Extra Exploit (Metamagic Knowledge [Persistent]), Quick Study
7 Improved Initiative, Dimensional Slide
9 Extra Exploit (School Understanding: Void)
11 Extra Reservoir, Potent Magic
13 Focused Spell, Familiar
15 Spell Perfection (Slow), School Power
17 Feat, Exploit
19 Feat, Exploit, Arcane Apotheosis

Cost to Scribe (NPC access is an additional half of the cost and are not included below)
0/5gp
1/10gp
2/40gp
3/90gp
4/160gp
5/250gp
6/360gp
7/490gp
8/640gp
9/810gp