Harpram Gavers

Marcus Danebridge's page

37 posts. Alias of Tim Woodhams.


Classes/Levels

HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |

Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch

About Marcus Danebridge

Character sheet:

Male Human Arcanist (School Savant (Enchanter, Manipulator Sub-School)) 1
Neutral Medium Humaniod/Human

Init +0
Perception = +1

• Defence
AC 10, touch 10, flat-footed 10 (+0 Dex)
HP 9 (6 Dice, +2 Con, 1 Favoured Class)
Fort +3, Ref +0, Will +3
BAB +0

• Offence
Spd 30 ft
Melee
Dagger +1 (1d4+1,20x2)
Unarmed +1 (1d3+1, 20x2, provokes)
Ranged

• Statistics
12 Str, 10 Dex, 14 Con, 18 Int, 12 Wis, 11 Cha
Base Atk +0; CMB +1; CMD 13

• Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Skills (2 Arcanist +4 Intelligence +1 Human +2 Background = 9 Ranks per level)

Bluff Untrained = +3 (+2 from Enchanting Smile)
Diplomacy Untrained = +3 (+2 from Enchanting Smile)
Handle Animal 1 rank = +1*
Intimidate Untrained = +3 (+2 from Enchanting Smile)
Knowledge (Local) 1 rank = +8
Knowledge (History) 1 ranks = +8*
Profession (Farming) 1 rank = +5*
Linguistics 1 rank = +8*
Ride 1 rank = +1
Spellcraft 1 rank = +8
Survival 1 rank = +2
Use Magic Device 1 rank = +4

*Background skill

• Languages
Common, Varisian, Shoanti, Dwarven, Draconic, Giant and Thassilonian

• Traits
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Life of Toil:You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. Benefit: You gain a +1 trait bonus on Fortitude saves.

• Feats
Extra Arcanist Exploit (Quick Study):Your repertoire of arcanist exploits expands. You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.
Extra Arcanist Exploit (Potent Magic):Your repertoire of arcanist exploits expands. You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.

• Special abilities
Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells: 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 in the table above. 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 the table above. 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 sorcerer/wizard 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.
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 the arcanist prepares 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 arcane 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.
School Focus (Su): At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting one of the subschools found in the Pathfinder Roleplaying Game: Advanced Player's Guide. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.
Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Beguiling Touch (Sp) (DC14, 7 uses): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposition schools: Transmutation, Necromancy
• Arcanist exploits
Quick Study (Ex): 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.
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 a spell's DC, it increases by 2 instead of 1.

• Spells
Cantrips in Spellbook (DC 14): Acid Splash, Arcane Mark, Bleed#, Dancing Lights, Daze*, Detect Magic, Detect Poison, Disrupt Undead#, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand#, Mending#, Message#,
Open/Close#, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue#.
Prepared 4/day Cast Unlimited: Daze, Detect magic, Light, Read magic

First level Spells in Spellbook (DC 15): Comprehend Languages, Burning Hands, Grease, Identify, Memory Lapse*, Mount, Sleep*
Prepared 2+1/day, Cast 3/day: Burning Hands, Memory Lapse, Sleep

* Enchantment spells (One free slot/spell level)
# Transmutation or Necromantic spells (take two slots)

• Equipment
Traveler's outfit free
Dagger 2g
Spell component pouch 5g
Holy symbol (Erastil), wooden .1
Belt Pouch 1g
Containing 8.94g or loose coin

Acorn (Donkey) 8g
Pack saddle 5g
Containing
Spellbook free
Abacus 2g
bedroll 0.1g
Chalk 0.01g
Chalkboard 1g
fishing kit 0.5
flint and steel 1g
ink 8g
inkpen 0.1g
Pot, common 0.8g
journal 10g
hammock .1
mess kit 0.2g
soap 0.01g
Rope (50 ft.) 1g
Sacks (10) 0.1g
Saw 0.04g
Shovel, common 2g
Tent, small 10g
trail rations (5 days) 2.5g
waterskin 1g