![]()
About Mezzen MurAppearance:
Character Note:
Statistics:
Human Sorcerer 3 Medium Humanoid (Human) Initiative +2; Senses Perception + ------------------------------ DEFENSE ------------------------------ AC 12, touch 12, flat-footed 11 HP: 23 (3d6+6+3) Fort: +4, Ref: +3, Will: +5 (+2 for Fear and Despair) ------------------------------
Speed 20 ft. Arcane Reservoir: 6/6 Versatile Evocation: 7/7 Arcanist Spells -- CL 2 -- +6 Concentration 1st -- 5
Spells Prepared 1 -- Burning Hands [DC 16], Vanish, Mage Armor, Magic Missile
Spell Like Abilities 1/Day: Dancing Lights, Flare, Prestidigitation, Produce Flame STATISTICS
Traits Trap Finder, Seeker Feats Spell Focus (Evocation), Spell Specialization (Burning Hands) Skills: Disable Device: +10 (3 Ranks, 1 Dex, 3 TCS, 1 Trap Finder, 2 MWTT) (Can disable Magical traps)
Favored Class Bonus: +3 Hit Points ------------------------------
Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (Kn: Arcana) Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day — dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. ------------------------------
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 an amount of magical energy equal to twice 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 1 + 1/2 her arcanist level (minimum 0). 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 that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one 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 DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way. 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. 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 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
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
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result. Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. ------------------------------
1st -- Blood Money, Burning Hands, Floating Disk, Grease, Mage Armor, Magic Missile, Mount, Protection from Evil, Shield, Silent Image, Vanish ------------------------------
Carrying Capacity
Money 870 GP 0 SP 0 CP Master Work Thieves Tools
|