Darius Finch

Julius Pa'jer's page

258 posts. Alias of pinvendor.


AC:11 (T:11; FF:10) | CMD:13 (FF:12) | HP: 20/20 | F+3, R+2, W+4 | Init: +1 | Perc: +6 (+7 if opposed)

About Julius Pa'jer

Julius Pa'jer
Male human (taldan) arcanist 3 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (human)
Init +1; Senses Perception +6 (+7 if opposed)
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (3d6+6)
Fort +3, Ref +2, Will +4
Speed 30 ft.
Melee light mace +2 (1d6+1) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged javelin +2 (1d6+1)
Special Attacks arcane reservoir, arcanist exploits (ice missile, see magic, potent magic), consume spells
Arcanist Spells Prepared (CL 3rd; +5 v. SR, concentration +6, melee touch +2, ranged touch +2)
. . 1st—color spray DC 14, snowball DC 14, expeditious excavation
. . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation, ray of frost

  • acid splash
  • arcane mark
  • bleed
  • dancing lights
  • daze
  • detect magic
  • detect poison
  • disrupt undead
  • flare
  • ghost sound
  • light
  • mage hand
  • mending
  • message
  • open/close
  • prestidigitation
  • ray of frost
  • read magic
  • resistance
  • touch of fatigue


  • ant haul
  • color spray
  • expeditious excavation
  • grease
  • hydraulic push
  • identify
  • mage armor
  • magic missile
  • snowball
  • unseen servant

  • --------------------
    Str 12, Dex 12, Con 14, Int 17, Wis 12, Cha 12
    Base Atk +1; CMB +2; CMD 13 (FF 12)
    Languages: Common, Gnoll, Ignan, Kelish, Vanaran
    Feats and Traits
    Feats: Extra Arcanist Exploit[ACG], Extra Reservoir[ACG], Spell Penetration
    Traits: seeking adventure, wary (Daggermark)
  • Acrobatics +1
  • Appraise +8[2]
  • Bluff +1
  • Climb +1
  • Diplomacy +1
  • Disguise +1
  • Escape Artist +1
  • Fly +1
  • Handle Animal +2[1]
  • Heal +1
  • Intimidate +1
  • Knowledge (arcana) +7[1]
  • Knowledge (dungeoneering) +7[1]
  • Knowledge (engineering) +7[1]
  • Knowledge (geography) +7[1]
  • Knowledge (history) +7[1]
  • Knowledge (local) +7[1]
  • Knowledge (nature) +7[1]
  • Knowledge (planes) +7[1]
  • Knowledge (religion) +7[1]
  • Linguistics +7[1]
  • Perception +6[3] (+7 on opposed checks.)
  • Sense Motive +1 (+2 on opposed checks)
  • Spellcraft +9[3]
  • Use Magic Device +6[2]
    Combat Gear: scroll of ant haul (x2), scroll of comprehend languages, scroll of grease, wand of mage armor (15 charges), wand of magic missile (25 charges), wand of summon monster i (10 charges); Other Gear javelin (5), light mace, belt pouch, blotter (0.2 lb), flint and steel, ink, black, inkpen (2), knife for cutting quills into pens (0.5 lb), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), scrivener's kit (1 lb), scroll case, spell component pouch, travelling spellbook, vial, waterskin, donkey, bedroll, blanket, canteen, canteen, explorer's outfit, journal, masterwork backpack, mess kit, pack saddle, pot, soap, tent, small, torch, trail rations, 8 gp, 5 sp
    Tracked Resources
    scroll of ant haul 2/2
    scroll of comprehend languages 1/1
    scroll of grease 1/1
    wand of mage armor 10/50 (started at 15)
    wand of magic missile 20/50 (started at 25)
    wand of summon monster i 10/50 (started at 10)
    Javelin - 5/5

    Arcane Reservoir +2 DC or +2 CL (9/day) (Su) - 9/9
    -augmented by Potent Magic arcane exploit
    Special Abilities
    Arcane Reservoir +1 DC or +1 CL (Su) Pool of points fuel exploits, or can expend to add +1 DC or CL while cast spell.
    Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
    Ice Missile (2d6+1 cold damage, DC 12) (Su) Use 1 reservoir, ranged touch attack deals cold dam & stagger 1 rd vs. foe in 30 ft (Fort part).
    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.
    See Magic (Su) Can detect magic at will. Use 1 reservoir to skip exam time for 1 min.
    Wary (Daggermark, Perception) +1 to Perception and Sense Motive checks, Perception is always a class skill for you.
    Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
    Growing up in Daggermark was dangerous. Julius was the son of a minor Taldan aristocratic family which had fallen out of favor of one of the more powerful ladies in court. Julius' mother's dalliance with said lady's lover certainly did not help matters improve. In order to help keep them alive, Julius' father took him and his two sisters north, far north into the River Kingdoms.

    It may not have been the best place to go to avoid assassination, as Daggermark teemed with adept poisoners of a mercenary nature, and six years into their exile, an attempted poisoning only managed to to kill Julius' mother and older sister. He and his younger sister had been showing signs of magical aptitude, and his father had just been rounding them up from the kindly hedgewitch woman who had been teaching them something of the arcane when they came home to find their mother and sister's souls moved to the next plane.

    Relocating once again, the remaining members moved to Absalom, a city so full of citizens from all over the Inner Sea, surely they would be safe (plus since Julius' mother had been the one to give offence, they hoped they would be left alone).

    It was here that Julius met an enthusiastic young sorcerer named Passio who introduced Julius to real magical studies and the Pathfinder Society. Now a recent inductee into the Pathfinder membership, Julius has set off to the south and what he hopes will be a grand adventure.