DESCRIPTION & PERSONALITY
Jean is a 25 year old pretty but petite young woman whose hair flows in layers to just below her shoulders. Stylishly garbed in black explorer's clothing with cloak, boots and trousers, the only other splash of color on her fine threads is a wide white sash where a lot of smaller items are stashed, if not in her backpack or pouch. While traveling, she usually keeps her hood up to avoid others from distracting her as she takes in the view of the landscape passing before her bright eyes.
Except for the few times where she wants to focus on the view of landscape, or some strange electromechanical device before her, Jean is actually quite talkative. Watch out for her sharp tongue though, she will unknowingly rip your pride to shreds with her sharp wits for every mistake you make! Other than that, Jean is actually very mindful about the well-being of people around her, especially those who are defenseless against their current plights.
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DEFENSE
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AC 12, Touch 12, Flat-footed 10 (+2 Dex)
HP 14 (3d6)
Fort +1, Ref +3, Will +3
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STATISTICS
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Str 10, Dex 14, Con 10, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 12
+8 Appraise* - INT - 4|1|3|0
+10 Craft (mechanical)* - INT - 4|3|3|0
+3 Diplomacy* - CHA - 2|0|0|1
+11 Disable Device* - DEX - 2|3|3|3
+6 Fly* - DEX - 2|1|3|0
+10 Knowledge (Arcana)* - INT - 4|3|3|0
+10 Knowledge (Engineering)* - INT - 4|3|3|0
+10 Knowledge (Local)* - INT - 4|3|3|0
+9 Linguistics* - INT - 4|1|3|0 (Added Languages: Androffan)
+0 Profession (untrained)* - WIS - 0|0|0|0
+10 Spellcraft* - INT - 4|3|3|0
+8 Use Magic Device* - CHA - 2|2|3|1
Languages Common, Hallit, Elven, Orc, Sylvan, Androffan
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SPECIAL ABILITIES
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-RACIAL TRAITS- +2 to One Ability Score (Dex): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
-CLASS FEATURES- 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 on page 83 of the Pathfinder RPG Core Rulebook).
Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. 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, assuming she hasn’t yet used up her spells 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 level. The saving throw DC against an arcanist’s spell is 10 + the spell level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook).
An arcanist’s 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 1–2. 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 affect the number of spells the 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.
Like a sorcerer, an arcanist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a wizard, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat (unless she has the metamixing exploit).
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 other wizards’ spellbooks to her own (see Chapter 9 of the Core Rulebook).
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 an amount of magical energy equal to twice 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 1 + 1/2 her arcanist level (minimum 0). 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 that the total mentioned above, points gained in excess of this maximum are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one 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 DC of the spell by 1.
She can expend no more than one point from her reservoir on a given spell in this way.
Arcanist Exploit: 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.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1–1. 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): The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
-TRAITS- World Traveler (Diplomacy) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Local Ties (Disable Device): You have ties to a prominent local in the town of Torch - the missing wizard Khonnir Baine. He was your mentor about technologies in the lands of Numeria during your studies and, being a brilliant student in the Academy, was his favorite pupil. This attention from Khonnir has sparked a sibling rivalry of sorts with his daughter Val for the little amount he can spare to give outside of his studies. Select one of the following skills: Disable Device or Knowledge (engineering). You gain a +1 trait bonus on that skill, and it is always a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Headstrong You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
BACKGROUND:
Practically dumped into one of the most prestigious boarding school for all magical arts by her parents, Jean had lived in near complete isolation from the outside world at Divine Light Academy. Her innate powers immediately set her apart from the other students, although her seemingly studious attitude guaranteed their respect as well as from her mentors. Unknown to them however, Jean has always felt near claustrophobic in the confines of her room and thus spent most of her time in the spacious libraries to spend her time when not sleeping.
One night, on the way to the library she finds one of the regularly locked doors slightly open. Curiosity getting the better of her, she peeks inside and sees Professor Khonnir Baine asleep on the desk in front of one of his projects. Jean quietly opens the door to take a closer look at the device. Sparks occasionally jump across exposed wires as thick as a quill which are connected seemingly at random around a box which pulses is blue or purple from time to time. Then, as if sudden inspiration hit her or perhaps just curiosity inspired madness, Jean heard a voice in her head...
There, see that nub? It's broken now, but a bit of arcane energy should be enough too...
Jean shoved her hands inside one of the loops of wire and casts Mend at an exposed nub of metal. Instead of the usual Mend effect however, the magical energy flowed through the wires as mechanical whining started to emit from the strage device, growing louder each second. This startled Professor Baine who woke up and, after a few moments of observation, pulled Jean away from the machine as the coils and wires seemed to flow and merge until it formed a perfect sphere with six thick wires around it which individually tangents on the sphere at one point only.
Stunned, the Professor lets go of Jean and scratches his head in wonder as he looks at the Numerian relic in front of him. Before he remembers her though, Jean slipped out of the chamber and ran back to her room, dearly hoping that the Professor has forgotten about her. That did not stop him however as Jean found out during her second class of the next day. Professor Baine walks in and calls her out, personally excusing her from the class. Fortunately, she was not in trouble... In fact, she was requested to become the sole apprentice and protege of the Professor. It has already been approved by the Grandmaster earlier that day and only awaits her acceptance. Of course Jean was immediately hesitant however, as she recalled the events from last night, especially the strange voice.
Jean accepted the change of her course in studies after negotiating for a trial period for up to three months. She soon found out that it was the best decision of her life. Working closely with Professor Baine, studying various technological devices from Numeria and its ruins drove Jean's sense of wonder and fulfillment almost to the brim. The device she made to work by accident turned out to be a device that could light up a room in hues ranging from blue to purple by only feeding it a quarter pint of oil each day, much more efficient than a regular lamp, although the color hurts Jean's eyes somewhat... When the Professor's work was completed in the Academy, he invited Jean to work with him at Torch where she has been granted to complete her studies under his tutelage. This time, Jean accepted without hesitation. She has never heard the strange voice again though.
It has been nearly half a decade since Jean graduated, with flying colors of course, and left Professor Baine's laboratory in Torch to study in other parts of Numeria. It was during her travels that she began logging her adventures and sending summaries of her findings back to the Professor.
Journal Entry #219 (XX-XX-XXXX):
Although Professor Baine was my mentor about technologies and relics from the lands of Numeria, I personally consider him as my true father. Unfortunately, this attention from the Professor has sparked a sibling rivalry of sorts with his daughter Val for the little amount of time he can spare to give outside of his studies.
So I was completely astonished when I received an urgent message this morning from Val, all but commanding me to meet her back at Torch! How could she be so demanding from someone she barely even knows??? Especially when she does not even explain why!?
... Either way, I think going back would be the right choice. I've been feeling apprehensive lately, even though my research into electro-magnetism has been going so well. Sometimes I think I hear whispers in the wind, but I could never find their source. Perhaps the Professor knows something, like a curse from a Numerian relic perhaps?