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About Magnus TateBackground:
Magnus is the scion of a long line of wizards and Sorcerors, as far back as anyone can remember. Unfortunately for him, he was not the eldest so the family title and lands will pass to his Brother who can barely string a spell together; while Magnus gets nothing except the expectation of achievement.
Fortunately Magnus is up for the challenge and has the potential imbued to him by his ancestors in spades. He has grown up to be an accomplished Sorcerer. After leaving home, Magnus decided to pursue a career as an advenrer, using his magical powers to improve his station.. Personality:
Magnus is arrogant, fully believing in his natural superiority by reason of his ancestry. He has slight pyromaniac tendencies, but has not moved into full blown madness. He tends to think of others as 'the help', while he is naturally the leader. He has a selfish streak and he will not put himself at risk to save another unless he can see a clear gain from doing so. Miscellaneous:
Male Human Sorcerer 1
XP: 0 None medium humanoid (human) Init +7; Senses Perception +5, Languages Common, Abyssal, Draconic, Giant, Goblin, Infernal, Orc, Terran Speed 30 ft. (6 squares) Face 5 ft. Reach 5 ft. Defense:
AC 15, touch 13, flat-footed 12 (Armor+2, DEX+3)(+2 with Mage Armor)
hp 27 (4HD) (Base 6+2+6+5 +8CON ) Fort +4, Ref +5, Will +6 Attack:
Base Atk +2; CMB +3 (Bab+2, Str+1); CMD 16 (10+2Bab, +1Str, +3Dex)
Ranged Light Crossbow (+5, 1d8, 19-20, 80') Longspear (+3, 1d8+1,x3) Spiked gauntlet (+3, 1d4+1,x2) Burning Hands (DC17, 4d4, Reflex half) Burst of Radiance (DC18, 4d4 to Evil, Blinds, Reflex partial) Spells:
Known Spells (CL 4th):
2nd (3/day) - Burst of Radiance, Resist Energy (DC17, Evocation 18) 1st (6/day) - Burning hands, Charm Person, Crafter's Fortune, Enlarge, Grease, Identify, Mage Armor, Obscuring Mist, Shocking grasp, Snapdragon Fireworks, Snowball, Vanish, (DC 16, Evocation 17) 0th (at will) - all (DC15, Evocation16) Spells prepared: 2nd: Resist Energy 1st: Burning Hands, Enlarge, Vanish. 0th: Daze, Detect magic, Detect poison, Light, Read magic Spells used: 2nd (3/day):0 1st (6/day):0 Special Qualities:
Arcane reservoir (7 points), Arcanist exploits, Consume Spells, Bonus Feat, Cantrips, Skilled, Exploits:
Arcane Reservoir Remaining: 7/7
Dimensional Slide, Potent Magic Traits:
Highlander (+1 Stealth, Stealth is class skill, becomes +2 in hills/mountains); Magical lineage (Fireball; drop 1 level on metamagic feats) Feats:
Extra Exploit (Metamagic Knowledge: Intensified Spell), Improved Initiative, Simple Weapon Proficiency, Spell Focus (Evocation), Skills:
Acrobatics +3 (Dex+3) Appraise +5 (Class Int+5) Bluff +1 Climb +1 (Str+1) Craft (Alchemy) +9 (Rank1 Class+3 Int+5) Craft (Untrained) +5 (Int+5) Diplomacy -1 (Cha-1) Disguise -1 (Cha-1) Escape Artist +3 (Dex+3) Fly +8 (Rank2, Class+3, Dex+3) Heal +1 (Wis+1) Intimidate -1 (Cha-1) Knowledge (Arcana) +12 (Rank4 Class+3 Int +5) Knowledge (Dungeoneering)+9 (rank1 Int+5 Class+3) Knowledge (Engineering)+9 (rank1 Int+5 Class+3) Knowledge (Geography) (rank0 Int+5, Class+3) Knowledge (History) (rank1 Int+5 Class+3) Knowledge (Local)+9 (rank1 Int+5 Class+3) Knowledge (Natural) +9 (rank1 Class+3 Int+5) Knowledge (Nobility) +9 (rank1 Class+3 Int+5) Knowledge (Planes) +9 (rank1 Class+3 Int+5) Linguistics +10 (rank2 Class+3 Int+5) Perception +5 (Rank4 Wis+1) Perform (Untrained) -1 (Cha-1) Ride +3 (Dex+3) Spellcraft +12 (Rank4 Class+3 Int+5) Stealth +11 (Rank4 Dex+3 Class+3 Trait+1, +2 in hills/mountains) Survival+1 (Wis+1) Swim +1 (str+1) Use Magic Device+6 (Rank4 Class+3 Cha-1) Possessions:
Backpack, Masterwork containing Bedroll Bell Blanket Chalk x 8 Cold iron pellet grenade Flint & Steel Grooming kit Hammer Holy water x 4 Ink Inkpen Iron pellet grenade Iron Spike x10 Journal Mess Kit Mirror Piton x 12 Mug/Tankard Paper (Sheet) x10 Potion - Cure Light Wounds Shaving kit Signal whistle Silk rope 50' Silver pellet grenade x 2 Soap String/Twine Trail Rationsx9 Torchx8 Wand of Mage armor (49 charges) Wand of Silent image (50 charges) Carried/Worn:
Ability Details:
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.
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 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. Bonus Feat Humans select one extra feat at 1st level. Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. 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 Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level. Metamagic Knowledge The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat (Intensified Spell chosen) 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. 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. |