Dr Davaulus

Shellin's page

213 posts. Alias of The Architect.


Full Name

Shellin Threllson

Race

Human Collegiate arcanist 3

Classes/Levels

Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Gender

Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands

Size

M

Age

23

Special Abilities

Magic

Alignment

LN

Deity

none

Languages

Common, Elven, Dwarven, Goblin, Celestial, Infernal

Occupation

Librarian

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 12

About Shellin

Basics:

Name: Shellin
Race: Human
Class: Arcanist(Collegiate Initiate 3)
Gender: Male
Age: 23
Alignment: NG
Deity: none
Languages:
Common
Elven
Dwarven
Goblin
Celestial
Infernal

Height: 6'
Weight: 210lbs

Hair Color: Brown
Eye Color: Gray

Speech: Quiet, slightly skittish, as if unsure of his words, or if anyone is listening
Personality: Shellin is reserved, as if off in his own world, but prone to excited outbursts and hyperactive skittering when his

curiosity is roused, when scared, and especially when angry, though this is very rare.

(20) point buy for stats

Stats*:
STR: 12(1) = 12 + 0 + 0
DEX: 14(2) = 14 + 0 + 0
CON: 12(1) = 12 + 0 + 0
INT: 17(3) = 15 + 2 + 0
WIS: 12(1) = 12 + 0 + 0
CHA: 12(1) = 12 + 0 + 0

Hit Points: 21
Init: +2

Melee: +2
Range: +3

AC: 12

Skills:

Ranks: 27(3 Favored Class Bonus, 6 background)

Acrobats (Dex) 2
[c]Appraise (Int) 8(3)
Bluff (Cha) 1
Climb (Str) 3(2)
[c]Craft (Untrained) (Int) 3
[c]Craft(Trap) 9(3)
Diplomacy (Cha) 1
Disable Device (Dex) 2
Disguise (Cha) 1
Escape Artist (Dex) 2
[c]Fly (Dex) 2
Heal (Wis) 4(3)
Intimidate (Cha) 1
[c]Knowledge (Untrained) (Int) 3
[c]Knowledge(Arcana) 9(3)
[c]Knowledge(Religion) 7(1)
[c]Knowledge(Local) 7(1)
[c]Knowledge(Dungeoneering) 7(1)
[c]Knowledge(Nature) 7(1)
[c]Linguistics(Int) 7(1)
Perception (Wis) 1
Perform (Untrained) (Cha) 1
[c]Profession(Wis) 1
Ride (Dex) 2
Sense Motive (Wis) 1
Sleight of Hand (Dex) 2
[c]Spellcraft(Cha) 7(3)
Stealth (Dex) 5(3)
Survival (Wis) 1
Swim (Str) 3(2)
[c]Use Magic Device(Cha) 1

Class features, Feats, Traits, and Racial Traits

Class features:

Arcanist:

Weapon and Armor Proficiencies
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

Spell Casting(Int)
(Avoiding needless clutter, but including the arcanists special rule for metamagic)
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the

same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with

any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options

—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting

Aura of Good

Halcyon Magic
Allows the arcanist to select spells o the druid spell list or those with the good descriptor rom the cleric spell list
Entangle
Faerie Fire

Arcane Reservoir
Pool Maximum: 6
Pool Refill: 4

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.

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. 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.

Arcane Exploits:
Quick Study

Spellbook:

1st
Spell slots: 5

0th 1st
Prepared: 5 3

0th Level: DC 15
Resistance
Acid Splash
Drench
Detect Magic
Detect Poison
Read Magic
Daze
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Ghost Sound
Haunted Fey Aspect
Bleed
Disrupt Undead
Touch of Fatigue
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Arcane Mark
Prestidigitation

1st Level: DC 16
Burning Hands
Color Spray
Comprehend Languages
Identify
Infernal Healing
Silent Image
Snapdragon Fireworks
Magic Missile
Swift Girding
True Strike

Halcyon Spells
Entangle
Faerie Fire
Hydraulic Push

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

AC, Saves, Attacks::

AC
(Armoured)AC: 14 = 10 + 0(Armour) +0(Shield) +2(Dex) +0(Dodge) +2(Natural);
(Armoured)Touch: 12 = 10 +2(Dex) +0(Dodge);
(Armoured)Flat: 12 = 10 + 0(Armour) +0(Shield) +2(Natural);

(UnArmoured)AC: 12 = 10 + 0(Armour) +0(Shield) +2(Dex) +0(Dodge) +0(Natural);
(UnArmoured)Touch: 12 = 10 +2(Dex) +0(Dodge);
(UnArmoured)Flat: 10 = 10 + 0(Armour) +0(Shield) +0(Natural);

Saves:
Fort: 1 = 0(base) + 1(CON);
Ref: 2 = 0(base) + 2(DEX);
Will: 3 = 2(base) + 1(WIS);

Attack:
Melee: 2 = 1(base) + 1(STR)
Range: 3 = 1(base) + 2(DEX)
CMB: 2 = 1(base) + 1(STR)
(Unarmoured)CMD: 14 =10 + 1(base) + 1(STR) + 2(DEX);
(Armoured)CMD: 14 =10 + 1(base) + 1(STR) + 2(DEX);;

Equipment::

Weapons: 8lbs
Mw Javelin(+4, 1d6+1, x2, 30ft)) x2
+1 Javelin(+4, 1d6+2, x2, 30ft)) x2

Armour:
none

Misc
Adventure Gear:
60lb
Bedroll 5lbs
50ft twine 1/2lb
50ft string 1/2lb
Rations, trail x5 5lbs
Lantern
3 flasks of oil
hammer and 8 pitons
100 feet of silk rope
grappling hook
climber's kit(+2 Climb)
[2]Blank Journals

Magical:
Carved Darkwood, Druidic pendant(Cost: 100gp, DF, see halcyon spells and False focus feat) functions as: Amulet of Natural Armor +2
Ioun Torch
potion of cure light
Type 4 bag of holding

Cash:
30 gp
8 sp
8 cp

Current Weight: 47
Carry Capacity
Light: 43 lbs
Medium: 44-86lbs
Heavy: 87-130lbs
Max: 130lb
Lift (2x Max): 260lb
Push/Drag (5x Max): 650lb

Backstory:

Mother:
Aladra, lost to illness while her husband was away, searching some tomb across the sea for undiscovered artifacts and magic.

Father:
Threll Danson, Ever distant, Threll was an avid adventurer, always hopeful for new artifacts and magics, each journey taking him farther and farther away from his home, though he always returned.

No Siblings,

Shellin was always a happy child, curious and ever skeptical of the world around him. His mother was the light of his world, lulling him to sleep each night with tales of adventure and fortune brought to her by his father, whom he rarely saw, yet grew to be the hero of his minds eye.

After his mother passed, when he had just turned 8, his father finally returned from a 3 year long venture, only to lock himself in his study for 8 days, leaving Shellin alone in the now quiet home. On the night of the eighth day, Shellin awoke to the screams of his father, echoing through their once quiet home.

His father had attempted to bring back Shellin's mother, a feat beyond his meager talents, and the energies comsumed him, leaving Shellin orphaned.

From then he was raised by his uncle Jaun, a fat drunken man who had little time for Shellin. However, this is where Shellin's life changed, for his uncle was the owner of a massive library. Shellin became secluded, drawn in with each book he picked up, some tales of mystery, some tales of horror, but he had two favorite: Tales of adventure, laden with monsters of myth and dungeons laden with dragons and demons, and as he grew older and better able to understand them, magical tomes.
Perhaps it was a desire to make his father proud, or to surpass him, but whatever it was, Shellin devoured these books with a vigour, finishing some in mere hours. Though these studies, and teachings he later paid for with his inheritance, Shellin became a wizard in his own right, following in the footsteps of his father.

Since finishing his education, Shellin has spent his time reading, helping his uncle run the library, and twice he has joined exploratory expoditions, though admittedly with little excitement. However, he always manages to bring back some aged tome otherwise missing from the libraries collection.

Shellin kept few of his father's belongings, taking only what books he could carry on few and short trips to his family home as he came of age. One odd thing he chose to take from his father's study on one such trip was a beautifully carved wooden amulet, a thing he remembered as his father's only momento from his very first adventure, kept in a plain wooden box on his desk.

Scrolls:

Scroll Animate Rope x2
Scroll Comprehend Languages x2
Scroll Cure Light Wounds x4
Scroll Feather Fall x 2
Scroll Identify
Scroll Remove Fear
Scroll Share Language
Bag of Holding IV

Party Loot Bag:

Squid Ink 15oz
common spell components, 15
Uncommon spell components, 2
enough material for
30 level 1 spells,
20 level 2 spells
or 10 level 3 spells.
These can also be used in potions.
Bat meat, ? Days worth
Cure light wounds Potion, 3
Magic weapon Potion, 2
Shortbow
masterwork Whip, scorpion
Chain Shirt
Heavy Steel Shield
Kit, Bard's
Kit, Spelunker
Masterwork Thieves' Tools