Male Aasimar Arcanist (Elemental Master) 4
NG Medium Outsider (Native)
Init +6; Senses Perception +0; darkvision
AC 11, touch 11, flat-footed 10 (+1 dex)
Fort +2, Ref +2, Will +5 (+2 vs illusion, +2 vs divination)
Speed 30 ft.
Melee Dagger +2 (1d4)
Ranged Light Crossbow +3 (1d8)
Jask Derindi (male Garundi human cleric of Nethys) Jask shares a number of mantras and focusing chants. These chants grant a +2 bonus on concentration checks.
Sasha Nevah (female human ranger) Sasha has intimated that her mother is an infamous Red Mantis assassin, and that she's learned some combat moves from her mother that she's willing to share. Learning these moves provides a permanent +1 bonus on Initiative checks.
Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Burnished Skin You gain a +2 trait bonus on saving throws made to disbelieve illusions.
Survivor You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
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 Exploit 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. 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.
Elemental Focus (fire) At 1st level, the elemental master must select one element: air, earth, fire, or water. The arcanist can prepare one additional spell per day of each level she can cast, but it must have the elemental descriptor of her chosen element. In addition, any spell she prepares from the opposite elemental school (air opposes earth, fire opposes water) takes up two of her prepared spell slots.
Elemental Attack At 3rd level, the elemental master gains an arcanist exploit tied to her element. If she selected air, she gains the lightning lance arcanist exploit. If she selected earth, she gains the acid jet arcanist exploit. If she selected fire, she gains the flame arc arcanist exploit. If she selected water, she gains the ice missile arcanist exploit.
Flame Arc The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
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.
0th (Prepare 7/At will) Detect Magic
1st (Prepare 5/Cast 6) Grease
2nd (Prepare 3/Cast 4) Flaming Sphere (Prepared)
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 10 lb.
Money 593 GP 8 SP 10 CP
Maudrill was born in Egorian (Capitol of Cheliax), where the birth of an aasimar was not received as well as it is in other nations. His parents were both human and his white and golden features were quite the surprise. They attempted to raise him as a human child, trying to suppress his heritage so the family wouldn't be brought under pressure by the government. They raised him with love, but always had a separate eye for his eccentric appearance and behavior. They acted like he had a disease that could be cured with prayers and the right mindset.
Being under so much pressure to succeed and become a functioning member of society, Maudrill took to his schooling with earnest in an attempt to make his parents proud. It ended up causing more success and failure than he had anticipated. Maudrill had a brilliant mind and wanted to learn, quickly soaring above the other students. This made his parents very proud...until they found out he had been researching aasimar's. Maudrill found out the truth about his heritage at the same time, and things got tense quickly. Maudrill never found out the truth of it or who was on what side, but his parents started arguing a lot. He heard enough to know it was about him, but they would always stop when they heard him in the house. Things stayed like that for a long time, his parents always slowly growing apart and only really staying together for appearances.
By the time Maudrill came of age he had been starting a few arguments himself, only making things tenser. One day he finally had enough after a particularly bad argument and stormed out, intent on joining the army.
Maudrill drifted into the army easily enough, where the recruiters saw the brilliant mind in him and trained him as a wizard. He was taught to magically support and supply information to small squads, in the front lines but usually having at least one line of men between him and the enemy. Once he started learning enough languages and using stronger magic he gravitated towards more specialized squads, and he was just as often involved in the fights as supporting them. There was still a little presumption amongst the ranks, but generally all are treated equally once they've been in the front lines. His best friend became Darius, a young brazen man who always poked fun at his line of work but helped him adjust to the military life. Life was hard, but good. Maudrill was accepted, was paid to learn, and got to explore the world. Things were like that a long time, then came mission Stormfall.
Stormfall was designed to be a raid on a group of individuals who were allegedly trying to create a rebellion. Their leader had organized the assassination of several nobles and military officers so was a high priority target and deadly force was authorized. Maudrill was to remain outside on over-watch with their snitch, Gelrid, while his squad pretended to be men interested in joining the rebellion. Everything about the mission was going smoothly until there was a loud shout of anger, then the room exploded into a cloud of fog. Maudrill frantically tried to get in contact with the squad, but only Gelrid managed to maintain contact. He listened closely, then nodded with a relieved look and talked quickly to Maudrill. "Things went bad, but they're out and the rebellion is trapped inside. They said it's too dangerous to try another subterfuge attempt and to just burn the whole place down while we have the chance." Maudrill paused, hesitating at being directly responsible for the death of so many men before reassuring himself they were lawbreakers and murderers. He nodded with a grim but determined set to his jaw, sliding down the cliff side and dousing the wooden building in flames. He watched the building burn, the structure fall in...but then he saw a flaming figure run out of the wreckage. Fearing one of them were escaping Maudrill ran over, but to his horror saw it was one of his own men. He frantically helped beat the flames down, listening to how they were double crossed and left in the building to die. Upon realization of what happened Maudrill ran into the building despite the danger.
Maudrill saw papers and parchment burning, all the evidence being destroyed before his eyes. He drifted through the building in a shock, going from body to body until he heard a smothered cry for help. He ran over, seeing Darius trapped under a burning beam of wood. Maudrill wrapped his hands in cloth and attempted to safely push the beam out of the way, but he wasn't strong enough. He dug his heels in, shoving until he lurched forward and his face was caught in the flames. But he felt the beam shift and wouldn't give up on the chance, screaming as he shoved the beam aside while his face burned. His effort was not in vain as he saved Darius, but not before the beam had crushed his legs beyond repair.
Maudrill spent the next few weeks being questioned by superior officers and psychiatrists. His name was eventually cleared since the two surviving squad members testified that it was a setup, but he was declared unfit for duty and honorably discharged. Maudrill spent the entire time in a quiet state of shock and pain, recovering from the physical and mental injuries.
Appearance and Personality:
Maudrill is not one of the great beauties the aasimars are known for, but he has a generally pleasant appearance. He's short and thin, appearing recently frail. His ears are long and pointed like an elves, and his eyes are a pale, iridescent blue. His heritage is well pronounced in his bone white hair and pale skin, along with his metallic fingernails and and blackened knuckles. Most notable is the large burn scar from the bottom of his left cheek and arcing across to his right temple.