DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 29 (8d8)
Fort +6, Ref +5 (improved evasion), Will +8 (use master's if higher)
OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +5 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 14, Int 9, Wis 11, Cha 5
Base Atk +2 (use master's); CMB +2; CMD 11
Feats Improved Initiative
Skills Perception +4, Swim +10
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
SPECIAL ABILITIES:
Adept Activation (Ex): An arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly. An arcane savant does not automatically fail a Use Magic Device check if he rolls a natural 1 on the check.
Arcane Bond (Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Bonus Feat: Humans select one extra feat at 1st level.
Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Esoteric Magic (Ex): At each class level beyond 1st, the arcane savant chooses a spell from any class’s spell list and thereafter treats that spell as if it were on the spell list of the base spellcasting class for which he has the most levels; if this base spellcasting class could not normally cast that spell, it is treated as 1 level higher than it is on the original class’s spell list. If he could cast the spell using his base spellcasting class, the spell’s level does not increase. The spell is cast as if its type (arcane, divine, or psychic) were that of his base spellcasting class, and save DCs function as normal for spells of that class. All other restrictions of his normal spellcasting class apply. This ability does not grant other spellcasters special allowance to prepare, cast, or use spell-trigger or spell-completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll prepared by the arcane savant).
Familiar: A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
Glyph-Finding (Ex): At 2nd level, an arcane savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps.
Master Scholar (Ex): An arcane savant adds half his class level (minimum 1) as a bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
Scroll Master (Su): At 3rd level, an arcane savant can use his own caster level instead of the item’s caster level when using a scroll or other spell-completion item.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
BACKGROUND:
Thael Silverstep was born in the backwater town of Phaendar, but has spent much of his life trying to escape his provincial past. Thael's father was a human ranger and his mother a half-elf arcanist, making the boy 1/4 elf. Both of his parents had an adventuring background, but after some harrowing experiences had retired to a quiet life of farming on the frontier.
Thael was always intelligent beyond his years, reading by the time he was almost two. He always asked questions, and his parents could hardly give him enough books and information to keep him content. Eventually, they ran out of answers. His mother recognized latent magical ability and thought he should study in a bigger city. Thael had few interests in common with other frontier children, and would rather spend his time in a book.
Tragically, when Thael was 12 years old, his parents were killed defending Phaendar from attack. After a period of mourning, it seemed the right time for the young boy to begin his studies.
Thael's maternal grandfather ('Aduadar' in elven), an elf, sent the boy to Tamran briefly to study magic, but when that proved insufficiently challenging, sent for the boy to study in larger cities. Thael spent time learning in Kyonin, where he felt drawn to the elves and their magic. He loved their culture, and experienced an inferiority complex with more-talented elves.
Now an up-and-coming spellcaster, Thael seeks to make a name for himself. He wants to achieve greatness and understanding to prove himself worthy in the disapproving eyes of his elven peers, whose magical prowess he envies and seeks to emulate. After several years of study in Kyonin, he studied in Almas at the university. Thael came to love the big city life, becoming very metropolitan, in stark contrast to his provincial roots he would rather leave behind. He found great interest in researching magical items, and also hoarding information and secrets. He is a firm believer in the credo, "A secret isn't a secret if you tell anyone."
Still, he couldn’t completely forget his Phaendar past. His half-sister, Selde, still lived there. Though the two of them had been close as children, the busy wizard had found it difficult to keep up with her over the years, but had corresponded as best he could. He thought it was time to see her when she found some of their parents’ old journals and trinkets. Perhaps it was time to go back and visit. Though Thael has always felt the need to move past what Phaendar could offer him, it would always be his home, if for no other reason than to honor the memory of his parents.
Appearance
Thael is over 6-feet-tall and lanky. He is a bearded man with black hair. Though in his early thirties, his hair and beard are streaked with silver. Thael usually dresses in nondescript black robes with silver runes on the sleeves.
Personality
He behaves in a distinguished manner.
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Achievement and Understanding
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness - Curious, Even-tempered
b. Core Traits
i. Outlook: Optimistic
ii. Integrity: Conscientious
iii. Impulsiveness: Controlled
iv. Boldness: Cautious
v. Agreeableness: Agreeable
vi. Interactivity: Reserved
vii. Conformity: Conventional
4. Secondary Personality Traits
a. Sense of Humor - Dry
b. Favorite Topics of Conversation - Magical items, elves, secrets
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks
Level Progression:
Level 1: Class Taken: Wizard
Class Feature Gained: Spells, weapon and armor proficiency, bonus feat, arcane bond, arcane school, cantrips
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background +1 free*): appraise (1), climb (1), diplomacy (1), knowledge (arcana)(1), knowledge (history)(1), knowledge (local)(1), knowledge (religion)(1), knowledge (planes)(1), linguistics (1), perception (1), profession (scholar)(1)*, spellcraft (1), use magic device (1)
Feats: spell focus (evocation), heighten spell, scribe scroll*, lost legacy*
Level 2: Class Taken: Wizard
Class Feature Gained: Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): acrobatics (1), craft (alchemy)(1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (engineering)(1), knowledge (local)(1), knowledge (planes)(1), knowledge (religion)(1), perception (1), spellcraft (1), use magic device (1)
Level 3: Class Taken: Wizard
Class Feature Gained: Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): acrobatics (1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (geography)(1), knowledge (local)(1), knowledge (planes)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Feat: magical aptitude
Level 4: Class Taken: Wizard
Class Feature Gained: Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): acrobatics (1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (nobility)(1), knowledge (planes)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Ability Score: Int
Level 5: Class Taken: Wizard
Class Feature Gained: bonus feat
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): craft (alchemy)(1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (planes)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), swim (1), use magic device (1)
Feats: favored prestige class, craft wondrous item
Level 6: Class Taken: Arcane Savant
Class Feature Gained: adept activation, master scholar
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): acrobatics (1), craft (alchemy)(1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (religion)(1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Level 7: Class Taken: Arcane Savant
Class Feature Gained: adept activation, master scholar
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): acrobatics (1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (local)(1), knowledge (religion)(1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), survival (1), use magic device (1)
Feat: prestigious spellcaster
Level 8: Class Taken: Arcane Savant
Class Feature Gained: scroll master
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +7 int +1 human +2 background): acrobatics (1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(2), knowledge (history)(1), knowledge (nature)(1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), use magic device (1)
Ability Score Increase: Int
*choose skills for headband of intellect (fly, sense motive*, stealth*)
[dice=knowledge (arcana, can always take 10)]10+19[/dice]
[dice=knowledge (planes)]1d20+18[/dice]
[dice=knowledge (dungeoneering, local, religion)]1d20+17[/dice]
[dice=knowledge (nature)]1d20+10[/dice]
[ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=ranged touch]1d20+4[/dice]
[dice=ball lightning (DC 22 Refl for no dmg]3d6[/dice] [ooc]-4 to save if wearing metal armor.[/ooc
[dice=ball lightning (DC 22 Refl for no dmg]3d6[/dice] [ooc]-4 to save if wearing metal armor.[/ooc
*Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
*teleportation: You can move 5 feet for every two wizard levels you possess. Use 3/day + your Intelligence modifier.
* Magical Aptitude: If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
*upgrade headband skills (fly)
*master scholar - add 1/2 arcane savant level to arcana, spellcraft, and umd
*lvl 8 wizard - dimensional steps
*once lvl 3 savant, scribe lots of scrolls!
*Persistent A. Orb
*Arcane Savant-
https://paizo.com/threads/rzs2s44g?Guide-or-list-of-spells-by-class-with-ea rly
Bard: haste (3)*, freedom of movement (4), music of the spheres (5), bard's escape (5), project image (6), dirge of the victorious knights (6), brilliant inspiration (6); Cleric: breath of life (5), anti-life shell (6); Paladin: greater angelic aspect (4); Inquisitor: heal (6); Druid: fairie fire (1)*, wall of thorns (5), cyclic reincarnation (6), blood mist (8); Summoner: haste (3), slow (3), dimension door (4), baleful polymorph (5), dismissal (5), teleport (5), overland flight (5), summon monster V (5), lesser planar binding (5), creeping doom (5), banishment (6), planar binding (6), plane shift (6), repulsion (6), simulacrum (6), summon monster VI (6), greater teleport (6), mass charm monster (7), dominate monster (7), greater planar binding (7), maze (7), summon monster VII (7), magus list, medium list
*weapon: dueling, quarterstaff of entwined serpents (5050 gp)
*armor:
*shield: darkwood buckler, enhancements?
*belt: Belt of Physical Might
*body: robe of the archmagi (+5 armor bonus, +4 resistance bonus to saves, SR 18, +2 vs. spell resistance, 37,500 gp)
*chest: Unfettered Shirt or Quick Runner's Shirt
*eyes: Annihilation Spectacles, Eyes of the Eagle
*feet: Boots of Striding and Springing, Spiderclimb Slippers
*hands: Glove of elvenkind
*head:
*headband: vast intelligence
*neck: amulet of natural armor
*ring: Ring of Protection
*ring: Ring of invisibility, ring of freedom of movement, ring of telekinesis
*shoulders: Cloak of Resistance, Cloak of Displacement, Minor
*wrists: Sleeves of Many Garments, spellguard bracers, Bone Beads, longarm bracers
*slotless: Tome of Clear Thought, Dweomer’s Essence, Glove of Storing, handy haversack, pearl of power, caster's tattoo, rod of metamagic (reach, persistent, quicken, extend, threnodic, logical), wayfinder, Dusty Rose Prism (Ioun Stone, cracked) (+1 Init), Dusty Rose Prism Ioun Stone (+1 AC), Cracked Incandescent Blue Sphere (+1 Perc), Cracked Magenta Prism (+2 any skill), Blessed Book (secret page spell), Ioun stone of +1 CL