Corvin Tergsvor

Kioshi Katsu's page

1,013 posts. Organized Play character for noral.


Full Name

Kioshi Katsu

Race

HP 84/84 + 0/0temp HP| Baahuush Familiar 42/42 HP | AC 17 T 13 FF 14 | CMB +1, CMD 16 | F: +16, R: +15, W: +14 & +1 vs. spells/spell-like ab./poison | Init: +5 | Perc: +16, Dipl: +19, Bluff: +19, SM: +5

Classes/Levels

| Lesser Rods: Extend 3/3, Piercing 3/3, Intensified 3/3 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Arcane Reservoir 5/7 | Speed 30ft | Resistances: Elec. 3, Acid 3, Fire 2, Cold 1 | Active c.: Height awareness, heroism,

Gender

Male N Kitsune (always in human form) from the Forest of Spirits in north-eastern Tian Xia | Exploiter Wizard 9 |

Age

HP 84/84 + 0/0 temp HP| Baahuush Familiar 42/42 HP | AC 17 T 13 FF 14 | CMB +1, CMD 14 | F: +14, R: +12, W: +12 & +1 vs. spells/spell-like ab./poison | Init: +4 | Perc: +12, Dipl: +17, Bluff: +17, SM: +3

Special Abilities

| Lesser Rods: Extend 3/3, Piercing 3/3, Intensified 3/3 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Arcane Reservoir 7/7 | Speed 30ft | Resistances: Elec. 3, Acid 3, Fire 2, Cold 1 | Active conditions:

Alignment

Male N Kitsune that is always in human form (around 25 years, auburn hair, usually silently observing) | Exploiter Wizard 9 |

Location

HP 84/84 + 0/0temp HP| Baahuush Familiar 42/42 HP | AC 17 T 13 FF 14 | CMB +1, CMD 16 | F: +16, R: +15, W: +14 & +1 vs. spells/spell-like ab./poison | Init: +5 | Perc: +14, Dipl: +19, Bluff: +19, SM: +5

Languages

| Lesser Rods: Extend 0/3, Piercing 3/3, Intensified 3/3 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Arcane Reservoir 7/7 | Speed 30ft | Resistances: Elec. 3, Acid 3, Fire 2, Cold 1 | Active c.: Height awareness, heroism,

Occupation

Male N Kitsune that is always in human form (around 25 years, auburn hair, usually silently observing) | Exploiter Wizard 9 |

Homepage URL

Ressourcen 8 CLW

About Kioshi Katsu

----

–– Wizard 9 (Exploiter Archetype) ––

Male N Kitsune
• TYPE: Humanoid (Shapechanger)
• SIZE: Medium
• Low-light vision

–– BACKGROUND –– :

Being a quintuplet is not easy. Especially when your mother is a Kitsune that fled Cheliax years ago as a pregnant woman with five unborn babies in her belly. Well, her husband was willing to sacrifice her unborn children to close a deal with a devil. You know … it sounds better when I say „ her husband“ because I do not have to say … „my father“.
We grew up near Palin's Cove, an industrial town near Korvosa in southeast Varisia. Out of fear our mother gave us a herbal mixture sourced from a Varisian witch that hindered us to take our natural fox form but also made us physically weak. Even if a sudden transformation happened we were never allowed to look at our red fur in the mirror … let alone tell anybody what we were.
As a kid I was always a little too protective … and so full of guilt … and although I did not know why, I knew something was missing. Today I know that my dead mother only wanted to protect us. Maybe if we understood what a dangerous man our father was, we would have paid more attention to her teachings ... maybe then not only she but also our eldest sister would still be alive.

It took my uncle Xiao two weeks to find my two brothers, my sister and I in our vulpine forms somewhere in the woods north of the Falcon River. Andor, Zaarah, and Priustor and I were so afraid. It was surprising for us that we had a relative that was a Halfling – after all we did not even properly know what we were so accepting uncle Xiao was easy.
I remember the travel to escape my father well. We crossed many regions and made some friends before we arrived in Tian Xia ... the only thing that kept us awake during all this time was our lonely hearts that longed for our mother and sister.

Although uncle Xiao was always with us, we were all very frightened when we arrived in the village we later all called home … Leng Hao, a village full of Kitsune and Halflings in the Forest of Spirits east of Hongal. But please do not believe that we were welcomed with open arms. We were Kitsune that could not properly change into their natural form, looked like the barbaric human invaders from Avistan and did not even speak Tien … I do not need continue, do I? Religion never really ment much to our mother but Xiao waited some time but eventually taught us the lessons of Chaldira and our eyes opened to all the possibilities in the world … and we got along better with the halfling community that thought it was funny that we were followers of a Halfling goddess.

Xiao was married to Soreya, a kind woman who similar to Xiao had lost her spouse years back. Xiao raised Soreya's kids as if he was their own father. You can imagine my surprise when I later learned that these funny kids Setare and Aryas that I now love as much as my real siblings are all Ifrits although they look so human! And Xiao junior of course, our Halfling brother, Xiao’s son, was there from the beginning! Shortly after we were adopted by Xiao and Soreya, they rescued two Ifrit kids, Dana and Eltran, from slavery on the plane of fire and adopted them so we all grew up together as a happy family.

After Xiao died we all decided to choose our own paths. Mine led me first to the Five King Mountains to learn the secrets of the dwarven heroes from Tar Taargadth. Later I followed in Xiao’s footsteps which led me to the Pathfinder Society and the Scarab Sages. A path that allows me to learn more about history and magic ... and almost all of my siblings joined the society as well! All on different paths of course. And Zaarah even made it to Venture Captain recently! Unbelievable!

So yes. I’m a Kitsune. That was the question, right?!?


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–– STATS ––
Str 5, Dex 16, Con 16, Int 25*, Wis 10, Cha 7
*Headband of vast intelligence +4, Level 4 & 8 increase
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–– SAVES ––
Fortitude: +14* (Con +3, Wizard +3, Familiar +2, Cloak of Resistance +3, Lucky Horseshoe +2, Cracked Pale Green Prism Ioun Stone +1)
Reflex: +12* (Dex +3, Wizard +3, Cloak of Resistance +3, Lucky Horseshoe +2, Cracked Pale Green Prism Ioun Stone +1)
Will: +12* (Wis +0, Wizard +6, Cloak of Resistance +3, Lucky Horseshoe +2, Cracked Pale Green Prism Ioun Stone +1)

* +1 trait bonus vs. spells, spell-like abilities and poison

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-- COMBAT --
• Ranged to hit: +7 (BAB +4, Dex +3)
• Melee to hit: +1 (BAB +4, Str -3)
• Light Crossbow +7 (1d8, 19-20/x2)
• CMB +1 (BAB +4, Str -3)
• CMD 14 (BAB +4, Dex +3, Str -3)
• AC 17, Touch 13, FF 14 (Armor +2, Dex +3, Shield +2)
• Initiative +4: Dex +3 + Cracked Dusty Rose Prism Ioun Stone +1

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-- SKILLS --

Acrobatics +15 (Rank 0 [Headband of Vast Intelligence 9], Class* +3, Dex +3) * Class skill via ‘Season 2-3 Explorer Boon’
Appraise +11 (Rank 1, Class +3, Int +7)
Craft (Alchemy) +11 (Rank 1, Class +3, Int +7)
Bluff – Deceive or Lie +17 (Rank 9, Int +7 'Student of philosophy' trait, ‘Mullberry Cracked Ioun Stone’ +1) OR Bluff - Feint +8 (Rank 9, Cha -2, ‘Mullberry Cracked Ioun Stone’ +1)
Diplomacy – Influence attitude, make request, convince +17 (Rank 9, Int +7 'Student of philosophy' trait, ‘Mullberry Cracked Ioun Stone’ +1) OR Diplomacy – Gather Information +8 (Rank 9, Cha -2, ‘Mullberry Cracked Ioun Stone’ +1)
Disguise +2 (Rank 1, Class* +3, Cha -2) * Class skill via ‘Season 2-3 Explorer Boon’
Escape Artist +13 (Rank 0 [Headband of Vast Intelligence 9], Dex +3, ‘Deep Red Cracked Ioun Stone’ +1)
Fly +12 (Rank 6, Class +3, Dex +3)
Knowledge: Arcana +19 (Rank 9, Class +3, Int +7)
Knowledge: Dungeoneering +11 (Rank 1, Class +3, Int +7)
Knowledge: Engineering +11 (Rank 1, Class +3, Int +7)
Knowledge: Geography +11 (Rank 1, Class +3, Int +7)
Knowledge: History +13 (Rank 1, Class +3, Int +7, Faction Card* +2) *+2 through Scarab Sages Faction Card Season 8 as kn(history) is a class skill: 2+ goals
Knowledge: Local +11 (Rank 1, Class +3, Int +7)
Knowledge: Nature +11 (Rank 1, Class +3, Int +7)
Knowledge: Nobility +11 (Rank 1, Class +3, Int +7)
Knowledge: Planes +21 (Rank 9, Class +3, Int +7, Faction Card* +2) *+2 through Scarab Sages Faction Card Season 8 as kn(planes) is a class skill: 2+ goals
Knowledge: Religion +11 (Rank 1, Class +3, Int +7)
Linguistics +19 (Rank 9, Class +3, Int +7)
Perception +12 (Rank 9, Wis 0, Familiar Alertness +2, ‘Dark Blue Cracked Ioun Stone’ +1)
Sense Motive +3 (Rank 0, Wis 0, Familiar Alertness +2, ‘Dark Blue Cracked Ioun Stone’ +1)
Spellcraft +11 (Rank 1, Class +3, Int +7)

Lvl 1 to 9: each 8 skill points: 2 Wizard + 5 Int + 1 Skilled Kitsune
TOTAL: 72 skill points

Languages:
- Racial (Common, Tien, Sylvan)
- Intelligence: Aklo, Celestial, Polyglot, Kelish, Dwarven

- Linguistics: Ancient Osiriani, Auran, Lip Reading, Infernal, Draconic
, Halfling, Abyssal, Undercommon, Jistka
- Headband of Vast Intelligence: Thassilonian, Ancient Azlanti

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–– SPELLBOOK ––:

Spell Book, 0-lvl:

[] Acid Splash: Orb deals 1d3 acid damage.
[] Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
[] Dancing Lights: Creates torches or other lights.
[] Daze: Humanoid creature of 4 HD or less loses next action.
[] Detect Magic: Detects spells and magic items within 60 ft.
[] Detect Poison: Detects poison in one creature or object.
[] Disrupt Undead: Deals 1d6 damage to one undead.
[] Flare: Dazzles one creature (–1 on attack rolls).
[] Ghost Sound: Figment sounds.
[] Grasp: Retry a Climb check as an immediate action
[] Haunted: Fey Aspect You surround yourself with disturbing illusions.
[] Light: Object shines like a torch.
[] Mage Hand: 5-pound telekinesis.
[] Mending: Makes minor repairs on an object.
[] Message: Whisper conversation at distance.
[] Open/Close: Opens or closes small or light things.
[] Prestidigitation: Performs minor tricks.
[] Ray of Fros:t Ray deals 1d3 cold damage.
[] Read Magic: Read scrolls and spellbooks.
[] Resistance: Subject gains +1 on saving throws.
[] Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
[] Spark: Ignites flammable objects.
[] Touch of Fatigue: Touch attack fatigues target.
[] Vacuous Vessel: Make a single container appear empty.

Spell Book, 1st-lvl:
[] Air Bubble
[] Ant Haul
[] Cause Fear
[] Charm Person
[] Colour Spray
[] Comp. Languages
[] Crafter’s Fortune
[] Disguise Self
[] Ear-Piercing Scream
[] Enlarge Person
[] Expeditious Retreat
[] Feather Fall
[] Floating Disk
[] Gravity Bow
[] Grease
[] Heightened Awareness
[] Hydraulic Push
[] Hypnotism
[] Identify
[] Infernal Healing
[] Keep Watch
[] Liberating Command
[] Mage Armor
[] Magic Missile
[] Magic Weapon
[] Moment of Greatness
[] Monkeyfish
[] Mount
[] Obscuring Mist
[] Polypurpose Panacea
[] Reduce Person
[] Secluded Grimoire
[] Sleep
[] Snowball
[] Swift Girding
[] True Strike
[] Vanish

Spell Book, 2nd-lvl:
[] Admonishing Ray
[] Aggressive Thundercloud
[] Alter Self
[] Bestow Insight
[] Blindness/Deafness
[] Bull's Strength
[] Burst of Radiance
[] Create Pit
[] Command Undead
[] Continual Flame
[] Darkvision
[] Daze Monster
[] Detect Thoughts
[] False Life
[] Flaming Sphere
[] Glitterdust
[] Haunting Mists
[] Investigative Mind
[] Invisibility
[] Knock
[] Mirror Image
[] Oppressive Boredom
[] Pilfering Hand
[] Resist Energy
[] Protection from Evil, Communal
[] Scorching Ray
[] See Invisibility
[] Stone Call
[] Web

Spell Book, 3rd-lvl:
[] Clairaudience/Clairvoyance
[] Dispel Magic
[] Displacement

[] Fireball
[] Fly
[] Haste
[] Heroism
[] Invisibility Sphere
[] Lightning bolt

[] Phantom Steed
[] Pugwampi's Grace
[] Resist Energy, Communal
[] Tongues
[] Slow
[] Spiked Pit
[] Stinking Cloud
[] Stunning Barrier, Greater
[] Summon Monster III

Spell Book, 4th-lvl:
[] Aggressive Thundercloud, Greater
[] Black Tentacles
[] Communal Tongues

[] Confusion
[] Emergency Force Sphere
[] Enervation
[] Horrific Doubles
[] Invisibility, Greater
[] Resilient Sphere
[] Summon Monster IV

Spell Book, 5th-lvl:
[] Baleful Polymorph
[] Break Enchantment
[] Dismissal
[] Dominate Person
[] Icy Prison
[] Life Bubble
[] Overland Flight
[] Suffocation
[] Summon Monster V
[] Teleport
[] Wall of Force

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–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 6 = 4 + 2 Int
• 2nd level: 6 = 4 + 2 Int
• 3rd level: 5 = 3 + 2 Int
• 4th level: 3 = 2 + 1 Int
• 5th level: 2 = 1 + 1 Int

–– MEMORIZED SPELLS ––
• 0 level: message, daze, detect magic, read magic
• 1st level: Ear-Piercing Scream, Snowball, Heightened Awareness, Enlarge Person, Liberating Command, Magic Missile
• 2nd level: Glitterdust, Flaming Sphere, Mirror Image, Mirror Image, False Life, Create Pit
• 3rd level: tongues, haste, Heroism, lightning bolt, Dispel Magic
• 4th level: Greater Aggressive Thundercloud, Enervation, Summon Monster IV
• 5th level: Icy Prison, Summon Monster V

–– CAST SPELLS ––
• 1st level:
• 2nd level: Create Pit
• 3rd level: tongues (transferred to invisibility sphere with quick study + 1 arcane reservoir)
• 4th level: Summon Monster IV
• 5th level:

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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 24 XP / 17 PP / 47 Fame
* Spent: 30 PP

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–– RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 6th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 180 gp (=3 days * 6th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 360 gp.

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–– HIT POINTS ––
Lvl 1 - 10 Hit Points: 6 Wizard + 3 Con + 1 Fav. Class

Lvl 2 to 6 - 10 Hit Points: 4 Wizard + 3 Con + 2 Retraining + 1 Fav. Class

Lvl 7 to 9 – 8 Hit Points: 4 Wizard + 3 Con + 1 Fav. Class

TOTAL - 84 Hit Points

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–– GOLD ––:

TOTAL GOLD:
* Currently: 5543 gp

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-- GEAR --
Haramaki armor +1, 5 lbs.
Mithral Buckler +1, 1 lbs
Talisman of Life’s Breath
Spell component pouch, 2 lbs.
Cloak of resistance +3, 1 lbs.
Headband of Vast Intelligence (Escape Artist, Fly) +4, 1 lbs. (Is a ‘bonded item’ via ‘Bloodline Development’ Arcanist Exploit and choosing Arcane Bloodline.)
Backpack, Masterwork, 4lbs
Lucky Horseshoe, 1 lbs
Implanted in right arm: Cracked Pale Green Prism Ioun Stone and ‘Cracked Dusty Rose Prism Ioun Stone’ and ‘Dark Blue Cracked Ioun Stone’ and ‘Deep Red Cracked Ioun Stone’ and ‘Mullberry Cracked Ioun Stone’
Holy symbol Chaldira
-
Minor bag of holding (All items below in the bag), 3 lbs.
Light Crossbow (20 bolts)
Dagger, 1 lbs.
Lesser Metamagic Rod, Extend, 5 lbs.
Lesser Metamagic Rod, Piercing, 5 lbs.
Lesser Metamagic Rod, Intensified, 5 lbs.

3 x Pearl of Power 1st, 0 lbs.
Spell book
Wand of Infernal Healing (40 charges)
Wand of CLW (32 charges)
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Vermin repellent
Travelling Spellbook

Heal kit, 2/10
Smelling Salts
Air Crystals
Spell component pouch
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Speak local language’
2 x Oil of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
3 x Alchemical Grease
3 x Oil of grease
3 x Potion of 'Touch of Sea' with Sponge, 0 lbs.
2 x Acid, 2 lbs.
Mirror, 0 lbs.
Potion of Invigorate, 0 lbs.
2 x Antiplague, 0 lbs
2 x Antipoison, 0 lbs
Essence of independence (+4 mind affecting and brake free 1/day)

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-- FEATS --
• Level 1 (free, Wizard): SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)
• Level 1 & 3: EXTRA ARCANIST EXPLOIT: Your repertoire of arcanist exploits expands. Prerequisite(s): Arcanist exploit class feature. Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. You have chosen the following arcanist exploit(s): <<See under Exploiter Wizard class features.>>
• Level 5 (free, Wizard): QUICKEN SPELL
• Level 5: ADDITIONAL TRAITS
• Level 7: AUGMENT SUMMONING: Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
• Level 9: SUPERIOR SUMMONING: Prerequisites: Augment Summoning, caster level 3rd. Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

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-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• GLORY OF THE OLD (Region: Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

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-- CLASS ABILITIES --

• ARCANE RESERVOIR: 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. This ability replaces arcane bond. 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. 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. (ACG).

• EXPLOITER EXPLOIT: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. You have chosen the following arcanist exploits:
- Arcanist Exploit Lvl 1: 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.
- Arcanist Exploit Lvl 5: 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.
- Arcanist Exploit Lvl 9: Bloodline Development: The arcanist selects one sorcerer bloodline upon taking this exploit (Arcane Bloodline - Bonded Item is Headband). The arcanist gains that bloodline’s 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can only use that item to cast spells of a level equal to the level of spell that could be cast by her equivalent sorcerer level (limiting her to 1st level spells unless she spends a point from her arcane reservoir). If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
--
- Level 1 Feat ‘Extra Arcanist Exploit’: 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.
- Level 3 Feat ‘Extra Arcanist Exploit’: Familiar (Su): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her 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; she must choose one or the other).

• BONUS FEATS: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. A wizard can learn an arcane discovery in place of a regular feat or wizard bonus feat.
- Lvl 5: QUICKEN SPELL: Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.) Casting a quickened spell doesn’t provoke an attack of opportunity.

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-- KITSUNE RACIAL TRAITS --
• Str: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
• LOW-LIGHT VISION
• KEEN KITSUNE: Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.
• SKILLED: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
• Automatic Languages: Common, Tien, Sylvan

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— FACTION CARD GOALS: SCARAB SAGES - Season 8
• PLANAR SAGE (2+ goals): You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.

— FACTION CARD GOALS: SCARAB SAGES - Season 9
• LESSONS OF HISTORY (2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).

Exploiter Wizard and Extra Exploit A
Exploiter Wizard and Extra Exploit B

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–– FAMILIAR ––
'Baahuush', the horned lizard Familiar (Protector Archetype), N Diminutive animal; Init +1; Senses low-light vision, scent; Perception +3

• Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.

• Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.

• Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.

--Further Familiar Stats --:

• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
• Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

DEFENSE
AC 18, touch 15, flat-footed 16 (+1 Dex, +3 natural, +4 size)
HP 23
Fort +2, Ref +4, Will +6

OFFENSE
Speed 20 ft.
Melee bite +3 (1d2–5)
Ranged blood squirt +6 touch (special)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 8, Int 8, Wis 10, Cha 3
Base Atk +2; CMB –2; CMD 4 (8 vs. trip)
Feats Extra Item Slot (Neck)
Skills Stealth +17
SQ camouflage, puff up
Items: Bloodstone Collar

SPECIAL ABILITIES
• Blood Squirt: Once per day as a standard action that doesn’t provoke attacks of opportunity, a horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal’s blood contains noxious chemicals, and a creature hit by the blood must succeed at a DC 9 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
• Camouflage: While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn’t grant cover or concealment.
• Puff Up: When taking the total defense action, a horned lizard puffs up its body, appearing larger and more horned and gaining an additional +4 bonus to CMD against grapple attempts.

Despite their sluggish, toad-like appearance, these creatures are reptiles with dry, spiny skin adapted to prevent water loss in their native desert environment. They are typically found sunning themselves on rocks during all but the hottest parts of the day, retreating beneath the shade of ridges or rocks when the sun is directly overhead. Their main method of defense is to avoid detection, but when their desert coloration fails to fool predators, they attempt to flee or use their other defensive methods, such as their unique ability to rupture blood vessels in their eyes so they can spray noxious blood at approaching predators. Due to their fierce defensive displays, horned lizards are often thought to be overly aggressive, though people who keep them as pets or familiars know that they can be affectionate creatures.