Gunslinger

Penny Foundling's page

61 posts. Alias of DBH.


Full Name

Penny Foundling

Race

Half-elf

Classes/Levels

Arcanist 4. AC 13 *17, t 13 *16, ff 11 *15, hp -3 (26), Fort +3, Ref +4, Will +6, Init +2; Perception +8, Portrait

Gender

Fem

Size

M

Age

24

Alignment

NG

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Penny Foundling

Penny Foundling
Portrait
Female Half-Elf (Kellid) arcanist 4, NG medium humanoid (elf, human)

Init +2; Senses Low-Light Vision, Perception +8,

Languages Common, Draconic, Dwarven, Elven, Giant, Hallit, Infernal, Orc

AC 13, touch 13, flat-footed 11, hp 26 (4HD)

Fort +3, Ref +4, Will +6, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged crossbow, light +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee masterwork silver dagger +3 (1d4-1/19-20)
Ranged masterwork silver dagger (thrown) +5 (1d4/19-20), within 30 ft. +6 (1d4)
Melee cold iron dagger +2 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20), within 30 ft. +5 (1d4+1)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +2; CMB +2; CMD 15

Special Actions Arcane Reservoir (5/7), Arcanist Exploits, Consume Spells (1/day),

Prepared Spells Prepared Spell List
Arcanist (CL 4th):
2nd - scorching ray
1st - gravity bow (DC ) , mage armor (DC 15) , magic missile
0th - dancing lights , detect magic , ghost sound (DC 14) , mage hand , prestidigitation (DC 14) , spark (DC 14)

Abilities Str 12, Dex 14, Con 12, Int 18, Wis 12, Cha 12

Special Qualities Adaptability, Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Sonic Blast, Weapon and Armor Proficiency,

Feats Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Arcana))

Skills:
Acrobatics +2,
*Appraise +8,
Bluff +1,
*Craft (Calligraphy) +9,
*Craft (Painting) +9,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
*Fly +6,
Heal +1,
Intimidate +1,
*Knowledge (Arcana) +14,
*Knowledge (Dungeoneering) +8,
*Knowledge (Engineering) +8,
*Knowledge (Geography) +8,
*Knowledge (History) +8,
*Knowledge (Local) +8,
*Knowledge (Nature) +8,
*Knowledge (Nobility) +8,
*Knowledge (Planes) +8,
*Knowledge (Religion) +8,
*Linguistics(Giant, Orc) +9,
*Perception +8,
*Profession (Cook) +6,
Ride +2,
Sense Motive +1,
*Spellcraft +11,
Stealth +2,
Survival +1,
*Use Magic Device +5,

Possessions ring of protection +1; cloak of resistance +1; traveler's any-tool; cold iron dagger; spellbook; Crossbow, Light ; Handy Haversack [ Cooking Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Scrivener's Kit; Blanket, Winter; Bedroll; Coffee Pot; Paper (x8); Rope, Silk (50 ft.); Shovel; Waterproof Bag (x2); Oldlaw Whiskey (Bottle); Coffee (Cup) (x20); Rations, Trail (x8); Bolts, Crossbow (10) (x2); Cold Iron Bolt (x2); ]; Waterproof Bag ; Pouch, Belt [ Ink, 1 oz. Vial; Sewing Needle; Soap; String (50 ft.); ]; Hip Flask ; Canteen ; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; ];
Spellbook

Traits and other details:

No Racial Subtype You have chosen no racial subtype.

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 7 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You 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 your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 3, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Cantrips You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you 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 your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 40 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 2d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.

Weapon and Armor Proficiency 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

Background:

A slender young woman, with pale blonde hair braided to keep it out of her way. Penny has lightly tanned skin and blues. She dresses practically with a few touches to show her arcane abilities. Including a tattered hat she found that keeps the sun and rain out of her face. Despite its tattered state she loves the hat.

Penny grew up in Kaer maga, abandoned on the streets by her unknown mother. One of the countless street urchins of that city. Scrabbling for food and coin until she found her arcane talent.

Penny was always in love with the many tales of secrets and artifacts hidden in Kaer maga. She soon realized the the artifacts and secrets also had dangerous guardians, and powerful groups searching for them.

So she set off for a region where there was less competition, if just as much danger. Trunau. Making her living selling her skills and aiding the town until she can join one of the groups that depart regularly to scout the surrounding area.

An area she hopes will give her hints to find an artifact of her own.