Javier DeCalos's page

3 posts. Alias of Grandlounge.


About Javier DeCalos

Male Human (Chelaxian) Archetypes Exploiter Wizard, Pact Wizard,
None Medium humanoid (human)
Init +7, Senses Perception +0
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DEFENSE
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AC 12, touch 11, flat-footed 10 (+1 Dex, 1 armor)
hp 9 ((1d6)+3)
Fort +2, Ref +1, Will +2

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OFFENSE
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Speed 30 ft.

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TACTICS
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STATISTICS
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Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 10,
Base Atk +0; CMB -1; CMD 10

Feats Extra Arcanist exploit x2

Skills Diplomacy +9, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Draconic) +8, Spellcraft +8,

Traits Arcane Temper, Betrayed (Reformed Criminal), Clever Wordplay (Diplomacy),

Languages Chelaxian, Common, Draconic, Shoanti, Thassilonian, Varisian

SQ arcane reservoir, bonus feat, cantrips, effortless magic, exploiter exploit, arcane bond (familiar), familiar, healing patron, patron spells, skilled, spells, potent magic, quick study

Gear Acid; Haramaki; Outfit (Pickpocket's); Waterproof Bag; Chalk; Wizard's Kit; Spellbook;

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

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SPECIAL ABILITIES
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Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist's arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, the arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points from the previous day are lost. 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 powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast a wizard 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.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Background Skill (Knowledge (History), Linguistics)

Betrayed (Reformed Criminal) You were hardly a model citizen as a child or young adult. Your reasons for turning to a life of crime may be varied, but what matters is that you eventually fell in with a certain well-connected and notorious crime lord named Gaedren Lamm. His reputation as a snake and a treacherous scoundrel was known to you, but for reasons of your own, you chose not to turn him down when he offered you a chance to work for him. You may have assumed you were an exception, or that you'd be able to handle him, or perhaps even planned to betray him. As it worked out, though, Gaedren got the upper hand and took you down you first. You may have served time in jail, may have been beaten by his thugs and left for dead, or could simply have had your profits stolen out from under you. Whatever the cause, Gaedren wronged you, and you are eager for the chance to get revenge.
Reformed Criminal: You've given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You've told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Clever Wordplay (Diplomacy) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Effortless Magic (Ex) Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. This alters the wizard’s spellcasting.

Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit (see page 9). The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10. You currently have 1 exploits This ability replaces arcane school. CurrentALvl:1 CurrentWLvl: 1

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar (Ex) You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar. If you receive a familiar from another class, your levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; you must choose one or the other).

Healing Patron

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Loner Raised by pirates, bandits, or other troublemakers unwilling to stick out their necks for you, you are accustomed to operating on your own. The presence of allies can easily become a distraction to you, and you do your best to keep them out of your space. You take a -1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.

No Racial Subtype You have chosen no racial subtype.

Patron Spells A pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.

Potent Magic (Su)
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Quick Study (Su)
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.

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Jerboa:

N Diminutive animal figment sage
Init +7; Senses low-light vision, scent; Perception +10

DEFENSE

AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +2

OFFENSE

Speed 20 ft.
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 16, Con 8, Int 6, Wis 15, Cha 3
Base Atk +0; CMB –1; CMD 4

Feats Improved Initiative

Skills Acrobatics +11, Perception +10; Stealth +19, Racial Modifiers +4 Acrobatics, +4 Perception

Brackgound:

Javier was the former underling of a criminal wizard who he met attempting to learn magic through non-traditional means because he did not have the means to attend the Acadamae (ties in effortless magic and Arcane Temper). This wizard served under Gaedren Lamm. So, in time, he learned what he could from a teacher and handler. Javier repaid him by stealing, spying acting as a go-between. During this training, his teacher dabbled with unconventional magics to 'enhance' Javier. Javier underwent strange rituals that walked the line between dark arcane magics a wild mysterious divine magics, which eventually bound him to a patron of unknown origins, but who Javier likes to think is Sarenrae because of the healing magic he gained access to. Eventually, Javier, like many young criminals, was made to take the fall for a crime to protect his 'betters.' But, despite being a loner (Drawback), he does have a silver tongue (cleaver wordplay) and managed to get his sentence reduced to community service.

Generally, this experience has caused Javier to distrust people but he is smart enough to have figured out how to talk to them when he has to. Since then, Javier has kept to himself, worked where he could. His unconventional training means he has less magical energy (fewer spells) but is far more flexible (quick study, patron spells) than the average wizard.

Javier has done everything he can to shelter his friends and family from the mistakes he has made so rarely used magic around them. Now that his confidence has developed he is hoping to make something out of his youthful foolishness.

Appearance:

Twiggy is about the only word that comes to mind when looking at this pile of toothpicks in cheap wizards robes. The only really notable aspect of his attire is the book's bandoliers that leaves his many books hanging like a knights weapons.

Role:

I like to have every mechanical aspect of my character represented in the backstory I have laid them out where I can. The other will develop with time.

I have picked options like a sage/figment familiar, so the group will have a scouting opportunity to alleviate some pressure on a rogue type character. I have the healing patrons, so a potential cleric can pack other spells without always having to have every 'remove' and 'restoration spell' ready. The goal of this wizard is to use its flexibility to free up other people's resources so they can further customize their characters. Otherwise, he will be using control spells to help the groups and provide utility casting as spell slots free up