Dr Lucky

Rotton the Wizzard's page

23 posts. Alias of Kimera757.


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Male Human Arcanist 4

I'm assuming Gold moved into melee with Jake, unless he has reach. Too bad, arcane reservoir takes a standard action to use.

Rotton throws his fourth Snowball of the day, this time at Gold. -4 friendly penalty to hit, unless Gold has reach, which would be amazing for us.

1d20 ⇒ 14
5d6 ⇒ (6, 4, 2, 3, 3) = 18


Male Human Arcanist 4

Rotton grins. "I love the smell of snowballs in the morning. Smells like... victory."

Throws Snowball at West (who has no one next to it). Starting to run low on 1st-level spell slots.

1d20 + 4 ⇒ (13) + 4 = 17 touch attack
5d6 ⇒ (2, 3, 1, 3, 1) = 10


Male Human Arcanist 4

Olaf, stop being beside all of them!

At least Rotton still has a ludicrous number of 1st-level spells left. He will attack North and take the -4 "not killing friends" penalty.

1d20 ⇒ 18
5d6 ⇒ (1, 1, 2, 4, 6) = 14

Constructs are immune to being staggered anyway, but in case I'm wrong the DC is Fort 18.


Male Human Arcanist 4

Rotton uses last arcane point to throw another Force Strike at North.

"Delsir, you might want to move back..."

1d4 + 4 ⇒ (2) + 4 = 6

Rotton moves to J17.


Male Human Arcanist 4

Rotton squeaks at the approaching statue, and sees how much trouble Delsir is in.

Delsir moves to J14, behind Shiro.

Delsir uses Force Strike (2nd arcane point) against the statue directly east of Delsir.

Damage 1d4 + 4 ⇒ (4) + 4 = 8


Male Human Arcanist 4

"Nobody hit the golden one. Not with weapons!"


Male Human Arcanist 4

Rotton moves 5 feet south to L10 and drops a Glitterdust on H10 to I11, targeting three statues. (The north statue is out of the AoE.) The save DC is Will 19! SR does not apply either.


Male Human Arcanist 4

Rotton wants to know if these are constructs. Knowledge (arcana):

1d20 + 12 ⇒ (15) + 12 = 27


Male Human Arcanist 4

Rotton's Initiative 1d20 + 4 ⇒ (9) + 4 = 13


Male Human Arcanist 4

"A shimmer? Now I'm getting concerned."

Which statue is glowing?

Rotton casts Detect Magic on it. By the way, I'm kind of confused by how cantrips work for an arcanist, but Detect Magic is a pretty standard selection.


Male Human Arcanist 4

Rotton, at K10, is only 5 feet away from the statues. Plus his knees are too bad to climb 5 feet of steps willingly :) He looks at the golden one, peering through his reading glasses.

Knowledge (arcana) 1d20 + 12 ⇒ (4) + 12 = 16

"Interesting..."


Male Human Arcanist 4

Rotton goes to K10 and looks at the point of interest due north. Unless, of course, initiative is rolled. Is there a skill check he could use to determine what that thing is supposed to represent?


Male Human Arcanist 4

Rotton stays at H19.


Male Human Arcanist 4

Rotton will stay at A10. I assume everyone is looking around.

Perception 1d20 + 3 ⇒ (20) + 3 = 23


Male Human Arcanist 4

"Tell me about it. I heard there's this long-lasting version of Floating Disk. You could ride it all day. Save your knees from all this."


Male Human Arcanist 4

That big ugly one is gone. For now. Where should I go? And Van Olaf is right next to the other big thing.

Rotton moves to K16. He uses Force Strike on Monster 2. It's an auto-hit. It costs 1 arcane point.

1d4 + 4 ⇒ (3) + 4 = 7 damage.


Male Human Arcanist 4

I can't "shift" as I'm restricted to a single action.

Rotton opens his hand and snow appears in it. He silently thanks monster 2 for backing away from Van Olaf. That makes things easier for him.

Rotton tries to shout out the incantation for Snowball but loses it halfway through, barely getting the rest out through a coughing fit. He tries to aim at his underside, but knowing his aim...

"Ha! Olaf, take revenge!"

1d20 + 4 ⇒ (1) + 4 = 5

5d6 ⇒ (4, 1, 1, 2, 1) = 9

Ranged touch attack at +4. If he hits, the monster must make a Fort DC 18 save or be staggered one turn.


Male Human Arcanist 4

Really? Can I use a different spell?


Male Human Arcanist 4

Rotton's turn! All non-surprised PCs and monsters have gone.

Rotton pulls out three pinches of colorful sand from one of his labeled mini-pouches. He silently thanks monster 2 for backing away from Van Olaf. That makes things easier for him.

Rotton tries to shout out the incantation for Color Spray but loses it halfway through, barely getting the rest out through a coughing fit. He tries to aim at his eyes, but knowing his aim...

Color Spray, Will save DC 16, monster 2 is caught in the cone. Effects vary based on Hit Dice, so I can't roll for durations.


Male Human Arcanist 4

Rotton shuffles slowly to L17. He is also looking toward the steps. Rotton's Perception
1d20 + 3 ⇒ (12) + 3 = 15
Flat-footed AC is 14.

Noting initiatives:

Shiro 22
Olaf 21
Monster 1 20
Rotton 18
Monster 2 3
Jake 3


Male Human Arcanist 4

Rotton moves to O20, 1 pace back. Given Mage Armor lasts 4 hours, he would have already cast it, say 2 hours ago.

initiative: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human Arcanist 4

Rotton hasn't filled up all his skills, but it's actually hard to buy them. (He only needs two, and he has them already.) I think we can just start.

I think he has all his 1st-level spells, unless Snowball is free.


Male Human Arcanist 4

Rotton the Wizard
Arcanist Lvl 4

medium Humanoid (Human)
Init +4, Senses Perception + 3
========================================================================
Offense
Attack
melee Spiked Gauntlet +2 (1d4+0x2)
ranged mwk Crossbow +7 (1d8+1/19-20)
Special Attacks Force Strike 1d4+4, Dimensional Slide 40 ft
========================================================================
Defense
AC 12, touch 12, Flatfooted 10 (10+2 Dex) usually 16 with Mage Armor
hp 34
Fort +4, Ref +4, Will +5
========================================================================
Statistics
10 STR, 14 DEX, 14 CON, 10 WIS, 20 INT (16+2+2headband), 10 CHA
Base Atk +2 CMB +2 CMD +4
Feats
Toughness, Spell Focus (Conjuration), Greater Spell Focus (Conjuration)
Traits
Gifted Adept (Snowball) (+1CL for one spell), Reactionary +2 Init
Arcanist Exploits
Force Strike, Dimensional Slide
Skills
Knowledge (arcane lore) +12
Perception +3
Spellcraft +12

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 three times 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. 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.

Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. 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 two 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 save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier (DC 12).

Dimensional Slide (Su): The arcanist can expend one 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, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.

Force Strike (Su): The arcanist can unleash a blast of force by expending one point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4 points of damage, plus 1 point of damage per arcanist level (1d4+4). Spells and effects that negate magic missile also negate this effect.

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.

SQ Consume Spells , Skilled, Arcane Reservoir (3 points), Spellbook

Spells Prepared:

Cantrips:

1st (9/day) (3 Spells): Color Spray, Mage Armor, Snowball (+4 ranged touch, 5d6 damage, Fort DC 18 or staggered 1 round)

2nd (3/day) (1 Spell): Glitterdust

Save DC 15 + spell level, 17 + spell level Conjuration.

=========================================================================
Equipment
Headband of Vast Intellect +2 4000 gp
+1 cloak of resistance 2000 gp