Imeckus Stroon

Meer Lorien's page

No posts. Alias of willvr.


Full Name

Meer Lorien

Race

Human

About Meer Lorien

Character Name: Meer Lorien
Character Race: Human
Character Class(es): Arcanist
Alignment: Chaotic Good
Deity: Hathor

Gender: M
Age: 22
Height: 5'9”
Weight: 175 lb
Eyes: Brown
Hair: Black

Character Level: 4
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages: Common, Azlantli, Osiriani, Draconic, Elven, Ignan

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Strength: 8 (-1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 16 (+3)

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Hit Points: 6 + 3d6 + 4 (con) + 4 (Favored Class)

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Armor Class: 12 [BASE (10) + DEX (1)+ DEFLECTION (1)]

Flatfooted AC: 11
Touch AC: 12
AC Penalty: None
Maximum DEX bonus: No Penalty

Armor Type/Weight: None

Special Armor Class Notes: None

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Total Encumbrance: Light (Gear)

Overall AC Penalty: 0 (Gear)
Overall Maximum DEX bonus:

Base Movement: 30’/round
Encumbered Move: 30’/round (Gear)

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Save vs. Fortitude: +3 [BASE (1) + CON (1) + RESISTANCE (1)]
Save vs. Reflex: +3 [BASE (1) + DEX (1)+ RESISTANCE (1]
Save vs. Will: +5 [BASE (4) + Wis (0) + RESISTANCE (1 ]

Special Saving Throw Notes: uses charisma instead of wisdom for willpower saves against mind-affectingn effects, +1 vs divine magic

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Initiative Modifier: +1 [DEX (1)]

Melee Attack Bonus: +1 [BAB (1) + STR (-1)]

Ranged Attack Bonus: +3 [BAB (2) + DEX (1)]

CMB: +1 [BAB (2) + STR (-1)]

CMD: +12 [BASE (10) + BAB (2) + STR (-1) + DEX (1)]

Special Combat Notes:

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Attacks:

Total Weapon Weight: 0.0 lb.

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Skills:

Total Skill Points Earned = 32

Skill Name - Skill Modifier Total, Number of Ranks, Modifiers

Acrobatics: = +1* (DEX)
Appraise: = +5 (INT) 4 Ranks + 3 [Class Skill]
Bluff: = +3 (CHA)
Climb: = -1* (STR)
Craft (Painting) = +14 (Int) 4 Ranks + 3 [Class Skill] + 2 [MW tools]
Diplomacy: = +3(CHA)
Disguise: = +3 (CHA)
Escape Artist: = +1* (DEX)
Fly: = +1* (DEX)
Heal: = +0 (WIS)
Intimidate: = +3 (CHA)
Knowledge [Arcana]: = +12 (INT) 4 Ranks +3 [Class Skill]
Knowledge [History]: = +13 (INT) 4 Ranks +3 [Class Skill] +1 [Trait]
Knowledge [Planar]: = +12 (INT) 4 Ranks +3 [Class Skill]
Knowledge [Religion]: = +13 (INT) 4 Ranks +3 [Class Skill] +1 [Trait]
Perception: = +0 (WIS)
Ride: = +1* (DEX)
Sense Motive: = +0 (WIS)
Spellcraft: = +14 (INT) 3 Ranks +4 [Class Skill] +2 Feat
Stealth: = +1* (DEX)
Survival: = +0 (WIS)
Swim: = -1* (STR)
Use Magic Device: = +13 (CHA) 4 Ranks +3 [Class Skill] +3 [Untyped]

* Armor Check Penalty Applies

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Feats:

Feats = 3

Feat Name & Description:

Magical Aptitude: +2 for Spellcraft and Use Magic Device checks. If you get 4 ranks in either of those skills, this skill gets a +4 bonus.

Steadfast Personality: You use your charisma bonus instead of your wisdom bonus for will saves.

Combat Casting: +4 bonus on concentration checks for defensive casting

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Racial and Class Skills & Abilities:

Favored Class (Arcanist): Receive an additional skill rank or hit point. (Levels 1, 2, 3, 4 - Extra Hit Point)

Skilled & Bonus Feat: Humans gain one additional skill rank at 1st level and one additional rank whenever they gain a level. They also gain a bonus feat at 1st level.

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 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.

Consume Spells (Su): 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.

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 of an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier. The following exploits are the one he has chosen.

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.
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.

Proficiencies: Proficient with all simple weapons. They are not proficient with any type of armor or shields.

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Traits:

Devotee of the Old Gods: The deities worshiped today are not the same ones revered in ancient times—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however.
Benefit(s): You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods grants you a +1 trait bonus on saving throws against divine magic.

Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and head-aches for your parent as a result.
Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

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Spells:

Known Spells

Cantrips: All
1st Level: Burning Hands, Cause Fear, Mage Armor, Magic Missile, Memorise Page, Mindlink, Ray of Enfeeblement, Shield, Shocking Grasp, Unseen Servant, Wave Shield, Web Bolt
2nd Level: Acid Arrow, Invisibility

Spell Save DC

Cantrips: DC = 15
1st Level Spells: DC = 16
2nd Level Spells: DC = 17

Spells per day

1st Level Spells: 6x per day (Includes INT bonus)
2nd Level Spells: 3x per day (Includes INT bonus)

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Equipment & Gear

Scholar’s Outfit [0.0 lb.]
Everburning Torch [1 lb]
Spell Component Pouch [2 lb]
6 Trail Rations [3 lb]
Waterskin [4 lb]
Beltpouch [0.5 lb]
Silver holy symbol of Hathor [1lb]
Handy Haversack (Contains everything but money)
Wand of Magic Missiles
Black ink
Colored ink
Inkpen
Journal (Artbook) [1lb]
Spellbook [3 lb]
MW Paints [5 lb]
Wand of Shield (50 Charges)
Cloak of Resistance +1
Ring of Protection +1

Equipment Weight: 15.5 lb

Total Weight Carried / Encumbrance Load:

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Money: 15 gp, 9 sp –

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Character History:

From a family of five children, Meer was amongst the youngest. They learnt in the care of a loving home which respected the Gods, older in particular, how to worship Hathor, showing her their love for the goddess through magic. There came a time when, unfortunately, a choice arose: keep worshipping and showing the goddess they loved their affection or have a family and settle down.
They opted for the former, showing Hathor in her glory to the masses. Though he did flirt with the idea of becoming a priest, they eventually realised that their gifts lay more in the way of the arcane arts, than in preaching to the masses.
This did not mean however, that they were not a devout servant, just that they showed it in other ways. He still wore her symbol proudly, and he still attended church as often as he could, and when he prepared his spells in the morning, he also gave thanks to Hathor at the same time.

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Record of Levels Taken: