Duelist

Ravarel Darkwood's page

531 posts. Alias of WabbitHuntr.


Full Name

Ravarel Darkwood

Race

USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50

Classes/Levels

ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Gender

HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft

About Ravarel Darkwood

15th lvl changelog:

14th lvl arcanist
+7hp (+4base, +2con, +1fcb)
+1bab
+1 will
+1 6th lvl slot
+2 7th lvl slots +1 int bonus
Intense spells bonus increases to +7
15th level feat= Spell Perfection Fireball
Arcanist reservoir increases to 10/17
+2 spells known= greater arcane sight, greater teleport

+9 skills
+1 perception
+3 UMD
+2 spellcraft
+1 know ( religion, Planes, arcana)

0th at will, 7+1 prepared= Message, Drench, Penumbra, Detect Magic, Read Magic, Predistidigitation, Mage Hand, Dancing Lights 
1rst 6/day, 5+1 prepared= Celestial Healing, Mage Armor, Hydraulic Push, Endure Elements, Anticipate Peril, Liberating Command
2nd 6/day, 5+1 prepared= Scorching Ray, Mirror Image, Resist Energy, Gust of Wind, Glitterdust, See Invisibility
3rd 6/day, 4+1 prepared= Haste, Dispel Magic, Battering Blast, Intensified Fireball, Ablative Barrier
4th 5/day 4+1 prepared= Emergency Force Sphere, Greater Invisibility, Arcane Eye, Ward Shield, Telekinetic Charge
5th 5/day 3+1 prepared Overland Flight, Teleport, Fickle Winds, Wall of Force
6th 5/day 2+1 prepared Chains of Light, Dazing Ball Lightning, Greater Dispel Magic
7th 3/day 1+1 prepared Greater Arcane Sight, Greater Teleport

Statistics:
Sorcerer Crossblooded (Arcane/Orc) 1, Arcanist School Savant (Evoker, Admixture) 14
NG Medium Male Elf
Init +12 {+5Dex +4Imp Init +2Elf trait Fleet footed +1Ioun stone}
Senses Perception +15, DarkVision 90ft
------------------------------
DEFENSE
------------------------------
AC 21, touch 15, flat-footed 16( Mage Armor +4, +5 dex, +2NA)
hp 121 {62,+45Con+14 FCB}

Spellstoring armor with Piercing Frigid Touch Acid damage
Luckstaff 1/day reroll automatically engages with the first save roll of the day at 6 or below
Contingent Break Enchantment spell, activated when an effect that it can counter affects Rav

+1 saves vs death effects
Fort +16 {+4 Base,+3 Con,+4 Cloak, +5 Staff}
Ref +18 {+4 Base,+5Dex, +4 Cloak,+5 Staff}
Will +18 {+11 Base,-2 Crossblooded, +0 Wis, +4 Cloak, +5 Staff} IMMUNE to FEAR
CMD 22
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +6
Base Atk +7
Melee+6 {+7Base, -1Str }
Ranged +12 {+7Base, +5Dex} Ray of Frost {dam=1d3+1Orc Bloodline+6Evoker}

------------------------------
STATISTICS
------------------------------
Str 8 (8)
Dex 20 (14,+2elf+4belt)
Con 16 (14-2elf+4belt)
Int 25 (16+2elf+4headband+3level)
Wis 10
Cha 12

Spells:

Sorcerer 1rst 3/day (Heightened Awareness 10min duration)

+4 to beat SR (elf+spell penetration)
DC= 17+spell level
Evocation Spells DC= 20+spell level(+2 School Power, +1 Spell Focus Evocation)
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)
+1DC to metamagicked spells (arcane bloodline power)

0th at will, 7+1 prepared= Message, Drench, Penumbra, Detect Magic, Read Magic, Predistidigitation, Mage Hand, Dancing Lights 
1rst 6/day, 5+1 prepared= Celestial Healing, Mage Armor, Hydraulic Push, Endure Elements, Anticipate Peril, Liberating Command
2nd 6/day, 5+1 prepared= Scorching Ray, Mirror Image, Resist Energy, Gust of Wind, Glitterdust, See Invisibility
3rd 6/day, 4+1 prepared= Haste, Dispel Magic, Battering Blast, Intensified Fireball, Ablative Barrier
4th 5/day 4+1 prepared= Emergency Force Sphere, Greater Invisibility, Arcane Eye, Ward Shield, Telekinetic Charge
5th 5/day 3+1 prepared Overland Flight, Teleport, Fickle Winds, Wall of Force
6th 5/day 2+1 prepared Chains of Light, Dazing Ball Lightning, Greater Dispel Magic
7th 3/day 1+1 prepared Greater Arcane Sight, Quickened Battering Blast

Book of Harms(from Ultimate Magic):Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spellmetamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.

Spellbook:

Spellbook:

Book of Harms Included Below

Cost for additional spells 8,070gp
0th: All
1rst: (13 free)(19 paid, 10 each) Celestial Healing, Mage Armor, Hydraulic Push, Blend, Protection from Evil, Grease, Shield, Air Bubble, Touch of the Sea, Magic Missile, Snowball, Enlarge Person, Floating Disk, Vanish, Endure Elements, Burning Hands, Feather Fall, Monkey Fish, Heightened Awareness, Ear Piercing Scream, Mount, Comprehend Languages, Detect Secret Doors, Identify, True Strike, Charm Person, Silent Image, Crafters Fortune, Snapdragon Fireworks, Burning Hands, Color Spray, Corrosive Touch, Hypnotism, Ray of Enfeeblement, Shocking Grasp, Anticipate Peril

2nd (4 free)(20 paid, 40 each) Scorching Ray, Mirror Image, Levitate, Create Pit, Web, Stone Call, Glitter Dust, Burst of Radiance, Rope Trick, Invisibility, Prot from Evil Communal, Resist Energy,Frigid Touch,Darkness, Flaming Sphere, Blur, Aboleths Lung, Knock, See Invisibility, Symbol of Mirroring, Knock, Liberating Command, Acid Arrow, Darkness, Ghoul Touch, Gust of Wind, Angelic Aspect Lesser, Splinter Spell Resistance

3rd (6free) (18 paid,90 each)Fireball, Haste, Slow, Summon Monster 3, Dispel Magic, Stinking Cloud, Fly, Ablative Sphere, Ablative Barrier, Resist Energy Communal, Aqueous Orb, Mad Monkeys, Phantom Steed, Sleet Storm, Battering Blast, Invisibility Sphere, Ray of Exhaustion, Water Breathing, Arcane Sight, Pellet Blast, Magic Circle against Evil, Seek Thoughts, Tongues, Heroism, Suggestion, Daylight, WindWall, Halt Undead, Lightning Bolt

4th (4 free)(160 each, 13 paid) Ball Lightning, Emergency Force Sphere, Greater Invisibility, Symbol of Revelation, Dimensional Anchor, Globe of Invulnerability Lesser,Resilient Sphere, Remove Curse, Stoneskin, Dimensional Door, Phantom Steed Communal, Arcane Eye, Scrying, Enervation, Stone Shape, Ward Shield

5th (4 free)(250 each, 22 paid) OverLand Flight, Wall of Force, Permanency, Break Enchantment, Life Bubble, Stone Skin Communal, Cloudkill, Hungry Pit, Secret Chest, Teleport, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Fire Snake, Icy Prison, Sending, Suffocation, Waves of Fatigue, Fickle Winds, Passwall, Planar Adaptation, Telekinesis, Treasure Stitching, ?

6th (4 free)(360each, paid 2) Greater Dispel Magic, True Seeing, Contingency, Repulsion, Veil, Chains of Light

7th (2 free) Greater Arcane Sight, Greater Teleport

Feats and Arcanist Expoits:

-------------
Feats
----------------

lvl1 Feat: Improved Initiative, Sorcerer BF: Eschew Materials

Lvl3 feat:Additional Traits: Metamagic Master Fireball 3rd and Magical Lineage Ball Lightning 4th

Lvl 5 feat: Spell Penetration

Lvl 7 feat: xtra Arcanist Exploit Metamagic Knowledge (Dazing)

Lvl 9 feat: Spell Focus (Evocation)

Lvl 11 feat: Selective Metamagic

Lvl 13 feat: Quicken Spell

Lvl 15 feat: Spell Perfection Fireball

Arcanist Exploits
1rst X
3rd X
5th Dimensional Slide
7th X
9th Bloodline Development
11th Potent Magic
13th Greater Metamagic Knowledge (Intensified)

Skills:

--------------
Skills 99 (30 class, 69 INT)
-----------

+11Appraise(Int)____+0{+1rank,+7Int, +3Class}
000Bluff(Cha)____+0{+0rank,+0Cha}
+14Escape Artist*(Dex)____{+11rank,+3Dex}
+11Craft (Int)____{+1rank,+7Int,+3Class}
+17Fly*(Dex)____{+11rank,+3Dex, +3Class}
000Intimidate(Cha)____+0{+0rank,+0Cha}
+24Knowledge (Arcana)(Int)____{+14rank,+7Int,+3Class}
+23Knowledge (Dungeoneering)(Int____{+13rank,+7Int,+3Class}
+11Knowledge (Engineering)(Int)____{+1rank,+7Int, +3Class}
+11Knowledge (Geography)(Int)____{+1rank,+7Int, +3Class}
+11Knowledge (History)(Int)____{+1rank,+7Int, +3Class}
+19Knowledge (Nature)(Int)____{+9rank,+7Int,+3Class}
+11Knowledge (Nobility)(Int)____{+1rank,+7Int, +3Class}
+24Knowledge (Planes) (Int)____{+14rank,+7Int,+3Class}
+24Knowledge (Religion) (Int)____{+14rank,+7Int,+3Class}
+11Linguistics(Int)____{+1rank,+7Int,+3Class}
+15Perception(Wis)____{+15rank,+0Wis}
000Profession(Wis)____+0{+0rank,+0Wis}
+25Spellcraft(Int)____{+15rank,+7Int,+3Class}+2 to identify items
+4Stealth* (Dex)____{+1rank,+3Dex}
+4Survival(Wis)____{+1rank,+0Wis, +3Class}
+18Use Magic Device(Cha)____{+14rank,+1Cha,+3Class}

ACP -0

*ACP applies to these skills

No Ranks
Non-class Skills
Acrobatics*(Dex)____{+rank,+Wis }
Climb*(Str)____+{+rank,-1Str, }
Diplomacy(Cha)____+0{+0rank,}
Disable Device____{+rank,Dex+}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____{+rank,+Dex+Class+Comp}
Handle Animal (Wis)____+0{+0rank,+0Wis]
Heal(Wis)____+0{+0rank,+0Wis}
Perform(Cha)____+0{+0rank,+0Cha}
Ride*(Dex)____{+rank,+3Dex+class}
Sense Motive(Wis)____{+rank,+Wis, + Class}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Swim*(Str)____{+0rank,-1Str}

Traits:

Magical Lineage: Ball Lightning
Metamagic master: Fireball

Race Traits:

FCB= +1hp/level
----------------
Race Traits
------------------
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See theLinguistics skill page for more information about these languages.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Senses Racial Traits
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Languages:
Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------

Sorcerer CrossBlooded (Arcane/Orc) 1

Crossblooded
A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.

A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of bothbloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skill
A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells
A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.
Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as her bloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learn enlarge person instead of bull’s strength or see invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).

Bonus Feat
A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana
A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers
At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Willsaves.

Cantrips

Eschew Materials

Class Skills: Survival

Note that Ravarels effective Sorcerer Bloodline level is 15+4(Robe of Arcane Heritage)=19

Bloodline Arcana (Arcane): Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat

Bloodline Arcana (Orc):You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Power Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. 5/day

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Evocation

Arcanist School Savant (Evoker, Admixture) 14

Spellbooks
An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to herIntelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.

Cantrips
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. 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.

Arcane Reservoir (Su)= 10/17
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 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 for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
For a complete list of Arcane Exploits, see here

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.

School Savant (Evoker, Admixture)
Opposition Schools (Necromancy, Enchantment)

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 a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.
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 up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit.
This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.

Associated School: Evocation.
Intense Spells (Su) +7 dam
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.

Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.
Versatile Evocation (Su):10/day
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.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP
Belt +4 Dex +4Con******
Silken Ceremonial Armor +1 Spellstoring (Piercing Frigid Touch Acid Damage) 4k
Headband intelligence +4 16k
Cloak resistance +4 16k
Handy Haversack 2k
2 Ioun Torches Heightened to 4th 200gp
Wand of Celestial Healing 750gp
Tourmaline Ioun Stone Cracked (Implanted) 800gp +1 insight vs death effects
Robe of Arcane Heritage 16k
Book of Harms 900gp
Cracked Dusty Rose Prism Ioun Stone +1 init 500gp (Implanted)

Custom Staff of the Master +4 Luckstaff Guardian crafted w/ Arcane Bond for 1/2 price 47,185k

Snapleaf x2 750gp each

SpellBook 9,200gp
Focus Item: 1500gp figurine for Contingency

Consumables:
Eye Ointment for True Seeing 250gp x2
Raise Dead Scroll
Breath of Life x2 scrolls
5k diamond
Teleport scroll
Plane Shift scroll

Rav's Staff:

Custom Staff of the Master +1/+4 Guardian,Luckstaff (+1 luck to saves and 1/day reroll) crafted w/ Arcane Bond for 1/2 price 47,185gp

price breakdown:
Staff of the Master +1/+1 quarterstaff 30,000
added a +1 and Guardian to defensive side costs and additional 16,000
Luck blade +1 to saves and 1/day reroll 7,185
increased enhancement bonus to +4 16,000gp

crafted 47,185gp

plan to add Training (Imp Init) and Mages Crossbow offensive side

Background:

Ravarels village on the outskirts of (insert name of nation) was a part of it in name only. We were self sufficient, isolated and of no strategic import through geography or resources to the Great nation of (_________). Many years ago when he was but a child, his village and family were killed and burned in an unprovoked attack. The ravagers attacked for no known reason and gathered the adults in a slaughter line and made their children watch as their family was killed. As his Father and Mother were killed in front of him something snapped inside Ravarel and he gained access to powers he did not know he had. His skin suddenly became slippery (Grease) and the attacker holding him could not prevent him from sliding out of his grasp and running away into the forest. He was pursued into the Forest but Ravarel had grown up playing in the forest and knew it intimately. He found that he was able to see in the dark, something he had never been able to do before (Orc Bloodline Power Darkvision) and create sounds at a distance (Ghost Sound) that confused the pursuers so much that they became confused, lost and eventually gave up the search.

Ravarel remained in the Forest for many days til he could be sure that the Ravagers were gone. He buried his parents and kept the only momento he could find. His Father’s simple wedding ring.

He remained there living by himself for several years. Til one day when an old Wizard Timron the Evoker decided to take up residence in Ravarels Forest. The feral child Ravarel was not pleased with this and made the Wizards life as difficult as a solitary child (with minor magical powers) could.

Timron the Evoker was not threatened or dismayed at Ravarels attempts to make his life difficult. Merely curious as to the extent of this feral elf childs magical abilities. After some time when his patience had given out and he had full measure of Ravarels abilities Timron captured the child and thus began the “Taming of Ravarel”.

Whilst initially vehemently opposed to his capture Ravarel eventually became enthralled with the Evokers magical abilities and felt that he could learn much from him. Over the years Ravarel learned much form Timron and learned to combine the scholarly Wizards approach to magic with his own innate abilities (Sorcerer). Eventually this fusion resulted in Ravarel becoming an Arcanist School Savant (Evoker, Admixture). This fusion of abilities fascinated Timron but he was also concerned at the bitter darkness in Ravarels heart, a desire for power (he had been powerless to stop his parents murders) and desire for revenge.

After years of searching Ravarel eventually found those responsible for the annihilation of his village and the murder of his family. That huge weight lifted off his shoulders he became a much more pleasant individual and has formed good friendships with his adventuring companions.

Now a powerful arcanist he with no ties other than his friends. He looks to expand his knowledge of the world and magic and to prevent tragedies from befalling the innocent and powerless.

Item Wish List:

increase headband to +6 Wis and Int,

mirrored haramaki, spellstoring, deathless, determination
to staff add training (improved init) and mages xbow and increase to +5
ioun stone +1 saves comp
ring evasion 25k
ring invis 20k
ring counterspells 4k
rod empower lesser 9k
rod reach lesser
rod quicken lesser
rod Threnodic normal
rod ectoplasmic lesser
rod echoing lesser 14k
Mithril shield mirrored
robe arcane heritage/otherworldly kimono
Wand GlitterDust
Wand Anticipate Peril
Wand Arcane Concordance
Greater Talisman Warriors Courage, Freedom
Glove of Storing x2
Staff of Life w/Inspiring Recovery 6th and Deathward 4th
Wand of Death Ward
Scabbard of many blades
Krepesh of Refuge
Phoenix feathers
metamagic gems (widen,silent, still..etc)

Dice:

Ravarel casts Scorching Ray at the nearest ( )

Range 60 ft
Using 1pt from his Arcanist reservoir to increase caster lvl by 2
Using 1 charge from his staff to apply Piercing metamagic +5

CL 11 +2 elf +2 spell penetration +5 piercing +2 Arcanist reservoir =22

[dice=to beat SR]1d20+22[/dice]

Scorching Ray
[dice=RTA1]1d20+9[/dice]
[dice=fire damage]4d6+4+5[/dice]

[dice=RTA2]1d20+9[/dice]
[dice=fire damage]4d6+4[/dice]

[dice=RTA3]1d20+9[/dice]
[dice=fire damage]4d6+4[/dice]

Rav casts a Dazing Fireball (from 5th lvl slot) centered on the Eladrin, so it will affect all 3 enemies. Using 1pt Arcana to Increase caster lvl by 2 (hoping to penetrate SR)

Evocation Spells DC= 19+spell level(School Power +2), +5 HP dam, +1hp dam per die of spell dam (orc bloodline power)
+1DC to metamagicked spells (arcane bloodline power)

Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using Arcanist Reservoir 15/17 to add +2CL
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)

Using Metamagic Adept (5/5 remaining) to add Selective w/o increasing casting time

[dice=Intensified Dazing Fireball DC25]15d6+15+7[/dice]

SR=14+6(elf,spell penetration

[dice=SR vs Archon1]1d20+20[/dice]

[dice=SR vs Eladrin]1d20+20[/dice]

[dice=SR vs Archon2]1d20+20[/dice]

IF I beat their SR AND they fail the save...they will be DAZED for 3 rounds fingers crossed

Rav casts a Dazing Ball Lightning (from 6th lvl slot) Using 1pt Arcana to Increase caster lvl by 2 (hoping to penetrate SR) creating 4 Lightning Balls
Using Versatile Evocation 9/10 to change damage to Cold

CL 15+4 to beat SR (elf+spell penetration)
Evocation Spells DC= 20+spell level(+2 School Power, +1 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using 1pt Arcanist Reservoir 12/16 to add +2CL
+6hp dam, +1hp dam per die of spell dam (orc bloodline power)

[dice=Ball #1 to beat SR]1d20+19[/dice]
[dice=Cold Damage and 4 round Daze vs DC25]3d6+6+3[/dice]

[dice=Ball #2 to beat SR]1d20+19[/dice]
[dice=Cold Damage and 4 round Daze vs DC25]3d6+3[/dice]

[dice=Ball #3 to beat SR]1d20+19[/dice]
[dice=Cold Damage and 4 round Daze vs DC25]3d6+3[/dice]

[dice=Ball #4 to beat SR]1d20+19[/dice]
[dice=Cold Damage and 4 round Daze vs DC25]3d6+3[/dice]

Ravarel casts Battering Blast at the nearest ( ) Range 55ft

Using 1pt from his Arcanist reservoir to increase caster lvl by 2 Using 1 charge from his staff to apply Piercing metamagic +5 CL 13 +2 elf +2 spell penetration +5 piercing +2 Arcanist reservoir =25
[dice=to beat SR]1d20+25[/dice]

Battering Blast [dice=RTA1]1d20+9[/dice] [dice=Force damage]5d6+4+7[/dice] [dice=RTA2]1d20+9[/dice] [dice=damage]5d6+5[/dice] [dice=RTA3]1d20+9[/dice] [dice=damage]5d6+5[/dice]

Nerfed Daze Metamagic:

You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

Dazing is a mind affecting effect. And therefore creatures immune to those effects like undead are not affected.

once a creature has been affected by Dazing every round after the first it can make a Will save to act normally for that round. If the creature is subject to continous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round

the logic behind these changes is that high level enemies tend to have reflex as their poor save particularly huge and colossal enemies. Giving enemies a chance to resist the Daze round by round after the initial round with their stronger save (Will) weakens the power of Dazing metamagic significantly. I think this is a fair nerf that allows me to continue using Daze without overpowering encounters

Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

Spells that do not inflict damage do not benefit from this feat.