Brutal Warlord

Makkoa's page

240 posts. Organized Play character for Gerald.


Race

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 |

Classes/Levels

Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

About Makkoa

Male 1/2 Orc
Arcanist 4
Neutral
Medium Size (6' 0”, 180 lbs.)
Age: 20
Move: 30’
Languages: Azlanti, Common, Draconic, Gnoll, Goblin, Orcish.
Darkvision 60'

PFS Info:

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12445-10
XP 10.5
Fame 15
Current PP: 8 (Spent 2 PP on wand of Mage Armor, Spent 2 PP on Silver Kingdom Notoriety boon, and Spent 1 PP on Silver Kingdom Notoriety boon, and Spent 1 PP on another Silver Kingdom Notoriety boon, spent 2 PP on another Silver Kingdom Notoriety boon, gained 2 spent PP for area D1)
Boons: Goblin Bane: +2 on Intimidate checks vs. Goblinoids.
Silver Kingdoms Notoriety: bought Hex A for 2 PP, bought Hex B2 for 2 PP (benefit to the hex is 1 PP and 1 Fame), bought Hex B3 for 2 PP (benefit to the hex is 1 PP and 1 Fame), bought hex D1 for 2 PP (regain 2 spent PP is benefit from hex).
Trap Intuition: When you attempt a Reflex save to avoid a a trap, but before you know the result, you can use this boon to reroll the save, adding a bonus equal to one half your character level rounded down. You must use the result of the reroll, even if lower. When the boon is used, it must be crossed off your sheet.
Troglodyte Friend: +1 on all saves against the extraordinary abilities of humanoids with the reptilian subtype. +2 on diplomacy checks against such creatures. You may double the bonuses for five minutes, if you cross this boon off the sheet.

Strength 10
Dexterity 14
Constitution 13
Intelligence 18
Wisdom 10
Charisma 14

Initiative: +3 (+2 Dex, + 1 Trait)
AC: 12 (10 + 2 Dex), 12 touch, 10 flat footed)
Hit Points: 26/26 (4d6 + 4 Con + 4 Favored Class)

BAB: +2
Melee: +3 Masterwork Falchion, 2d4, (18-20/x2)

Ranged:
+4 Spells (+1 to hit and damage if within 30')

CMB: +12
CMD: 14

Saves:

Spoiler:

Fort: +4 (Base 1, +1 Con, + 1 Trait, +1 Magic)
Ref: +4 (Base 1, +2 Dex, +1 Magic)
Will: +4. (Base 4 + 0 Wis, +1Magic)

Feats:

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1. Extra Arcane Exploit
B. Endurance
3. Point Blank Shot

Skills:

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(2 per level + 4 Int)= 24 total ranks

Know. Arcana +11 (4 ranks+ 4 Int + 3 Class)
Know. Dungeoneering +10 (3 rank + 4 Int + 3 Class)
Know. History +9 (2 rank + 4 Int + 3 Class)
Know. Nature +9 (2 rank + 4 Int + 3 Class)
Know. Planes +9 (2 rank + 4 Int + 3 Class)
Know. Religion +9 (2 rank + 4 Int + 3 Class)
Linguistics +8 (2 ranks + 4 Int + 3 Class)
Spellcraft +11 (4 ranks + 4 Int + 3 Class)
UMD +8'(3 ranks + 2 Cha + 3 Class)

Traits:

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*Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks.
*Resilient: You gain a +1 trait bonus on Fortitude saving throws.

Spells in Spellbook:

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0 level spells-All
1 level spells-Burning Hands, Ear Piercing Scream, Grease, Mage Armor, Magic Missile, Magic Weapon, Protection from Evil, Ray of Enfeeblement, Shield, Snowball
2 level spells-Glitterdust, Mirror Image

Spells Typically Prepared for Adventuring:

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Save DCs for 0 level = 14
Save DCs for 1 level = 15
Save DCs for 2 level = 16

0-Acid Splash, Detect Magic, Disrupt Undead, Light, Message, Read Magic
1(5/day)-Magic Missile, Protection from Evil, Shield
2(3/day)-Glitterdust

Racial Abilities:

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*Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Chose Intelligence.
*Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
*Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
*Base Speed: Half-orcs have a base speed of 30 feet.
*Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
*Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
*Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
*Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Arcanist Class Abilities:

Spoiler:

*Cantrips
*Spells
*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.

*Arcane Exploits:
1. Potent Magic (Su) Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1.
2. 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.
3. Ice Missiles: (Su): The arcanist can unleash a freezing projectile by expending 1 point from his arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist's Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.

*Consume Spells: 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.

Equipment:

Spoiler:

2 silver, 2375 gold

Lesser Rod of Silent Spell, 3000 gp
Amulet of Natural Armor +1, 2000 gp
Wand of Mage Armor (x50), 2 PP
Cloak of Resistance +1, 1000 gold
Masterwork Falchion, 375 gp
Scroll of Water Breathing, 375 gold

Backpack, 2 gp
Waterskin, 1 gp
5 day's rations, 2.5 gp
3 tinder twigs, 3 gp
Bedroll, 1 sp
Ink vial, 8 gp
Parchment (x5) blank sheets, 1 gp
Ink Pen, 1 sp
Empty Sack, 1 sp
Explorer's Outfit, free
Scroll case x2, 2 gp
Spellbook, free
Spell Component Pouch, 5 gp
Flask of Alchemist's Fire, 20 gp
Vial of Acid, 10 gp
Alkali Flask, 15 gp