Enora

Ruby, Helpful Wanderer's page

46 posts. Organized Play character for BeeMakesTea.


Race

HP: 7/7 | AC: 14 [18] T: 14 FF: 11 [15] CMD: 6| F+2 R+4 W+4 +2 vs Fear| Init +7 | Perception +8 Low-Light

Classes/Levels

Tracked Resources:
Festive: 1/1;Diviner's Fortune 4/6; Consume Spells 3/3; Reservoir: 3/4; Spells: 1st 3/3

Gender

CG Female Halfling Arcanist 1.0|

About Ruby, Helpful Wanderer

Statistics:

Female Halfling Arcanist 1
CG Small Age 28
Init +7; Senses Low-Light, Perception +8
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DEFENSE
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AC 14, touch 14, flat-footed 11 (+3 dex, +1 size)
hp 7
Fort +2, Ref +4, Will +4; +2 Fear
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OFFENSE
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Speed 20 ft.
Melee
Dagger -3 (1d4-3) 19-20x2

Ranged
Dagger (10ft) +3 (1d4-3) 19-20x2
Sling (50ft) +3 (1d3-3)

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STATISTICS
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STR: 5 DEX: 16 CON: 12 INT: 16 WIS: 12 CHA: 16

Base Atk +0; CMB -3; CMD 6

Traits Observant (Perception), Highlander (Stealth)

Feats Improved Initiative

Skills
Perception 8 (1 rank, 3 class skill, 2 Keen Senses, 1 trait, 1 wis)
Arcana 7 (1 rank, 3 class skill, 3 int)
Spellcraft 7 (1 rank, 3 class skill, 3 int)
Stealth 12 (1 rank, 3 class skill, 1 trait, 3 dex, 4 size)
UMD 7 (1 rank, 3 class skill, 3 cha)

Languages Common, Halfling, Dwarven, Elven, Gnome

Special Abilities:

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SPECIAL ABILITIES
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Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Festive: Halflings who hail from Segada partake in the City of Keys’ many festivals to foster a strong sense of community and bring fortune to their peers. Once per day, a halfling with this racial trait can grant an ally within 60 feet a +2 luck bonus on one skill check as a free action; this bonus can be applied after the ally’s check result is determined.

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 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.

Spoiler:

School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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.

Spells:

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Spells
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Cantrips (4)
Detect Magic, Dancing Lights, Acid Splash, Mending

1st (2)
Heightened Awareness, Grease

Spellbook

Spoiler:

Cantrips
All of them

1st (6)
Mage Armor
Magic Missile
Grease
Anticipate Peril
Heightened Awareness
Silent Image


Gear:

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GEAR/POSSESSIONS
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Scrolls
Spoiler:

Wands

Spoiler:

Record Keeping

Spoiler:

150gp Starting
-2gp Dagger
-0gp Sling

Remaining Gold: 148gp


Notes/Build:

Halfling Arcanist

Sure-Footed - Festive

STR: 5 DEX: 16 CON: 12 INT: 16 WIS: 12 CHA: 16

FCB - +1/6 Exploit

Traits - Observant (Perception), Reactionary
Skills 5 (Fly on Int headband)
Perception 8
Arcana 7
Spellcraft 7
Planes 7
UMD 7

Exploits
3 Dimensional Slide
5 Quick Study
6 Spell Tinkerer
9 Potent Magic
11 Spell Thief

Feats
1 Spell Focus (Conjuration)
3 Augment Summoning
5 Improved Initiative
7 Extra Reservoir
9 Extra Reservoir
11 Extra Reservoir