Android

Maelstrom Stormsinger's page

29 posts. Organized Play character for Steven_Evil.


Full Name

Maelstrom

Race

Sylph Arcanist 1 Arcane Reservoir: 4 | Feather Fall 1/day | Speed: 35ft.

Classes/Levels

| HP: 7 | AC: 13 T: 13 FF: 10 Init: +3 | Fort: +2 Ref: +3 Will: +3 | Melee Attack +0 | Ranged Attack: +3

Skills:
Perception: +5 Fly: +7 K. Arcana: +8 K. Dungeoneering: +8 K. Engineering: +8 K. Local: +8 K. Planes: +8 Spellcraft +8

Gender

Male

Size

Medium

Age

25

Special Abilities

Arcane Reservoir, Feather Fall 1/Day

Alignment

Chaotic Good

Deity

Desna

Location

Absalom

Languages

Common, Auran, Elven, Dwarven, Halfling

Occupation

Pathfinder

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Maelstrom Stormsinger

XP: 3 Fame: 5 PP: 5 PP Spent: 0

Racial Traits:

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.

Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Magical Racial Trait: Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Senses Racial Traits: Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

Traits:

Breeze Kissed (Alternate Racial): Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Like the Wind (Alternate Racial): A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Mostly Human (Alternate Racial): A few sylphs have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.
Observant (Grand Lodge): Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Perception)
Magical Lineage (Magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (Magic Missile)

Class Abilities:

Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. 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 consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots 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's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist 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: Arcanist Spells Prepared. 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 instead affect the number of spells an 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 and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

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 wizards' or other arcanists' spellbooks to her own.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. 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.

Arcane Reservoir: 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.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

Consume Spells: 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.

Stats
HP: 7
AC: 13
Touch: 13
Flat Footed: 10
Speed: 35ft.
Initiative: +3

Saves
Fort: +2
Ref: +3
Will: +3

Attacks
Ranged Attack +3
Melee Attack +0

Feats:
Toppling Spell: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor.
Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)

Arcane Exploits
Quick Study: 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.

Skills
Perception: +5
Fly: +7
Knowledge Arcane: +8
Knowledge Dungeoneering: +8
Knowledge Local: +8
Knowledge Planes: +8
Spellcraft: +8

Spells Known
0: --/day, 4 Prepared
All

1: 3/day, 2 Prepared
Burning Hands
Infernal Healing
Mage Armor
Magic Missile
Shield
Windy Escape
Grease
Vanish
Icicle Dagger
Shocking Grasp
Comprehend Languages
Charm Person
Sleep
Hydraulic Push

Spells Prepared
0:
Light
Disrupt Undead
Ray of Frost
Daze

1:
Toppling Magic Missile
Windy Escape

Gear:
Dagger (2)

Bandolier (2)
--Holy Water (2)
--Acid Flask (2)
--Potion of Cure Light Wounds

Spring Loaded Wrist Sheath (2)
--Scroll of Infernal Healing
--Scroll of Sleep

Scroll Box (2)
--Scroll of Infernal Healing
--Scroll of Vanish

Belt Pouch (5)
--

Masterwork Backpack
-- Bedroll
-- Flint and Steel
-- Ink
-- Inkpen
-- Mess Kit
-- Soap
-- Spell Component Pouch
--Trail Rations (5 days)
-- Waterskin
240gp

Background:

Proposed Level Up Scheme:

1st: Quick Study, Toppling Spell
2nd: --
3rd: School Understanding (Universalist- Hand of the Apprentice), Elemental Spell- Cold
4th: Ability Score Increase- Intelligence
5th: Meta Mixing, Rime Spell
6th: --
7th: Potent Magic, Airy Step
8th: Ability Score Increase- Intelligence
9th: Metamagic Knowledge- Intensified Spell, Wings of Air
10th: --
11th: Greater Metamagic Knowledge- Maximize Spell, Echoing Spell
12th Ability Score Increase-

Scenarios Completed
We Be Goblins!
First Steps: In Service to Lore
The Consortium Compact