Female Human Magaambyan Initiate Arcanist 1
NG Medium Humanoid (Elf)
Init +2;
Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 9
Fort +2,
Ref +2,
Will +3
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OFFENSE
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Speed 30 ft.
Melee -1
Ranged +2
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STATISTICS
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Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 111
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TRAITS
Monument Scholar (Campaign):
As a child in Magnimar, the city’s ancient monuments inspired you with wonder. Your fascination with these relics has only grown in the years since, encouraging you to join the ranks of the Pathfinder Society so you can further quench your thirst for knowledge. Though you know little about the actual lore of the monuments, you’ve studied these colossal works extensively, developing an in-depth knowledge of some of the city’s most famous landmarks. You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments (see Magnimar, City of Monuments for more details).
Forlorn (Race):
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak.
Benefit: You gain a +1 trait bonus on Fortitude saving throws.
Slippery (Combat):
You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
Pragmatic Activator (Magic):
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Pride: (Drawback):
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
FEATS
Breadth of Experience:
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
SKILLS (12 points; 4 class, 8 INT)
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Acrobatics* +3 = DEX 3+0+0
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Appraise +4 = INT 4+0+0
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Bluff +2 = CHA 2+0+0
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Climb* -1 = STR -1+0+0
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Craft +4 = INT 4+0+0
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Diplomacy +3 = CHA 2+1+0
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Disable Device*† +3 = DEX 3+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +11 = INT 4+2+3+2 (+2 Feat)
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K (Dungeoneering)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Engineering)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Geography)† +10 = INT 4+1+3+2 (+2 Feat)
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K (History)† +11 = INT 4+1+3+1+2 (+1 Trait) (+2 Feat)
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K (Local)† +10 = INT 4+1+3+2 (+2 Feat)
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K (Nature)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Nobility)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Planes)† +10 = INT 4+1+3+2 (+2 Feat)
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K (Religion)† +6 = INT 4+0+0+2 (+2 Feat)
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Linguistics† +9 = INT 4+2+3 (+2 Bonus)
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Perception +3 = WIS 0+1+0+2+ [elf]
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Perform +2 = CHA 1+0+0
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Profession (Librarian)† +1 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +9 = INT 4+2+3
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Stealth* +8 = DEX 3+1+3+1 (+1 Trait)
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +8 = INT 4+1+3
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (Elf)
+2 Spellcraft for Magic Item Properties (Elf)
+1 K History
Languages Elven, Taldane, Sylvan, Draconic, Celestial, Abyssal, Thassilonian, Varisian