Kreighton Shaine

Tomodai's page

114 posts. Alias of DeJoker.


Classes/Levels

Tomo | Male Elf Arcanist | HP 9/9 | AC14 T13 FF11 | CMB +0 CMD 13 | Init+7 | Perc +9 | F+1 R+3 W+4 | Immune Magic Sleep; +2 vs Enchantments | Shift 7 / 6

About Tomodai

Private Name: Okita Tomodai
Public Name: Tomo (pronounced TOE-MOE)

Race: Elf of the Sano Forest
Height: 6'2" ... Weight: 130 lbs ... Age: 123 yrs ... Hair: Long Platinum Blonde ... Eyes: Golden Amber ... Skin: Golden Tan

Alignment: Chaotic Good ... Class: Arcanist (School Savant) ... Level: 1

Init: +7 ... BAB: +0 ..... CMB: +0 ..... CMD: 12
AC: 14 (Armor +1, Dex +3) .... T: 13 .... FF: 11
Fort: +1 .... Rflx: +3 .... Will: +4
....... Immune to Magic Sleep effects; +2 Racial Bonus on Saves vs Enchantment spells and effects

Str: 10(+0) ... Con: 12(+1) ... Dex: 16(+3) ... Int: 18(+4) ... Wis: 14(+2) ... Cha: 10(+0)

Weapons:
Long Sword +0 .... Dmg: 1d8 .... Crit: 19/x2 .... Type: S
Dagger +2 .... Dmg: 1d4 .... Crit: 19/x2 .... Type: S/P .... Rng: 10 ft
Longbow +2 .... Dmg: 1d8 .... Crit: 20/x3 .... Type: P .... Rng: 100 ft
.... Arrows 20 / 20

Gear:
Haramaki ... 3gp ... 1 lb
Signal Whistle ... PK ... 0
Silver Holy Symbol ... 25gp ... 1 lb
Wrist Sheath (QR) ... 5gp ... 1 lb
Wand of Secluded Grimoire ... 750gp ... 0 ... 50 / 50
Healing Potion ... 50gp ... 0
Spell Component Pouch ... 5gp ... 2 lbs
Beltpouch ... PK ... 0.5 lbs
... 10gp

Long Sword ... 15gp ... 4 lbs
Dagger ... PK ... 1 lb
Longbow ... 75gp ... 3 lbs
Quiver ... 1gp ... 1 lb
Arrows x20 ... 1gp ... 1 lb

Pathfinder Kit ... 12 gp

Backpack (MW) ... 48gp ... 4 lbs
... Bedroll ... PK ... 5 lbs
... Fishhook x2 ... PK ... 0
... Flint-n-Steel ... PK ... 0
... Sewing Needle ... PK ... 0
... Thread 50ft ... PK ... 0
... String 50ft ... PK ... 0.5 lbs
... Tankard ... PK ... 1 lb
... Trail Rations 7 days ... PK ... 7 lbs
... Waterskin x2 ... 1 gp ... 8 lbs
... Whetstone ... PK ... 1 lb

Combat Weight: 15.5 lbs
Total Weight: 42 lbs

Carrying Capacity: LL 33 lbs ... ML 66 lbs ... HL 100 lbs ... Drag 500 lbs

Encumberance
... Light - No Effect
... Medium - Max Dex +3 ... Chk Pen: -3 ... Spd 20 ft ... Run x4
... Heavy - Max Dex +1 ... Chk Pen: -6 ... Spd 20 ft ... Run x3


Spells Prepared:
Arcane Reservoir: 4 / 3
Spell Slots: 1st-3

Cantrips
.... Detect Magic
.... Detect Poison
.... Read Magic
.... Drench(C)
.... Ghost Sound
.... Light
.... Mage Hand
.... Prestidigitation

1st-Level
.... Comprehend Languages 1 / 1
.... Shift(C) 7 / 7
.... Enlarge Person
.... Silent Image
.... Summon Minor Monster(C)


Spell Book:
Cantrips
.... Acid Splash(C)
.... Anonymity
.... Arcane Mark
.... Breeze
.... Chameleon Skin
.... Dancing Lights
.... Detect Fiend
.... Detect Magic
.... Detect Poison
.... Drench(C)
.... Flare
.... Ghost Sound
.... Grasp
.... Haunted Aspect
.... Jolt
.... Light
.... Mage Hand
.... Mending
.... Message
.... Open/Close
.... Penumbra
.... Prestidigitation
.... Ray of Frost
.... Read Magic
.... Resistance
.... Root
.... Scoop
.... Scrivener Chant
.... Spark
.... Vacuous Vessel

1st-Level
.... Comprehend Languages
.... Enlarge Person
.... Shift(C)
.... Silent Image
.... Summon Minor Monster(C)


Skills:
* Armor Check Penalty ... # Trained Only ... @ Background ... ^ Class Skill

03 ... Acrobatics* (Dex)
** ... Animals#@ (Cha)
08 ... Appraise^@ (Int) Ranks: 1
00 ... Bluff (Cha)
00 ... Climb* (Str)
00 ... Diplomacy (Cha)
** ... Disable Device*# (Dex)
00 ... Disguise (Cha)
03 ... Escape Artist* (Dex)
03 ... Fly^* (Dex)
02 ... Heal (Wis)
00 ... Intimidate (Cha)
** ... Legerdemain*#@ (Dex)
08 ... Linguistics^#@ (Int) Ranks: 1
09 ... Perception^ (Wis) Ranks: 1 Bonus: +3
03 ... Ride (Dex)
02 ... Sense Motive (Wis)
08 ... Spell Craft^# (Int) Ranks: 1
03 ... Stealth* (Dex)
02 ... Survival (Wis)
00 ... Swim* (Str)
08 ... Use Magic Device^# (Int) Rank 1
-------
Knowledge# (Int)
09 Arcana^ Ranks: 1 Bonus: +1
** Engineer^@
** Geography^@
09 History^@ Ranks: 1 Bonus: +1
08 Local^ Ranks: 1
08 Nature^ Ranks: 1
** Nobility^@
** Planar^
** Religion^
** Underdark^ (aka Dungeoneering)
-------
08 Craft[Alchemy]^@ (Int) Ranks: 1
04 Craft[ ]^@
00 Perform@ (Cha)
** Profession@ (Wis)


Racial Features:
Attributes: Constitution -2, Dexterity +2, Intelligence +2
Size: Medium
Speed: Normal 30 ft
Keen Senses: Gain a +2 Racial Bonus on Perception checks.
Elven Immunities: Immune to Magic Sleep effects and +2 Racial Bonus on Saves vs Enchantment spells and effects.
Weapon Familiarity: Proficient with Bows (long, short, composite), Long Sword, Short Sword, and Elven Weapons are considered Martial Weapons.
Envoy: They often have trouble relating to neighboring races, especially those with much short lifespans. As a result, they have trained in minor magics that are particularly useful when dealing with non-elves. If their Intelligence score is 11 or higher, they gain the following spell-like abilites useable once per day: Comprehend Languages (1st), Detect Magic (C), Detect Poison (C), and Read Magic (C). The Caster Level for these effects is equal to their level. However, if they are an Arcane Spell Caster they gain the 3 Cantrips (Detect Magic, Detect Poison, and Read Magic) as known and always prepared but these do not count against their known or prepared spells that they get from their class.
Languages: Elven and local common (Teldane)
Additional Bonus Languages: Celestial, Draconic, Goblin, Human (Varisian, Shoanti), Ork and Sylvan.

Traits:

Scholar of the Ancients (Campaign): Growing up with their nose in books, they have had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, they know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From their life of study and dogged research, they have pieced together the language and partial history of this once-great empire. They gain a +1 Trait Bonus on Knowledge [Arcana] and Knowledge [History] checks, and begin play able to speak and read Thassilonian.

Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, their approach is more pragmatic. They may use their Intelligence modifier when making Use Magic Device checks instead of their Charisma modifier.

Seeker (Social): They are always on the lookout for oddities and danger. They gain a +1 Trait Bonus on Perception checks, and Perception is a class skill.


Feats:
1st-Level - Improved Initiative: Their quick reflexes allow them to react rapidly to danger. They get a +4 Bonus on Initiative checks.

Exploits:
Dimensional Slide (Su): They can expend 1 or more Pool Points from their Arcane Reservoir as a Free Action to expand a dimensional crack that they have created allowing them to add an additional 5 feet to that dimensional movement for each Pool Point they spend. They can only use this ability once per round. The use of this ability does not provoke Attacks of Opportunity.

Class Features:
Alignment: Any
Hit Die: d8
Starting Wealth: 1,000 gp

Weapon Proficiency: Simple Weapons
Armor Proficiency: None

Class Skills: 4 + Int Mod
Appraise (Int), Fly (Dex), Linguistics (Int), Perception (Wis), Spell Craft (Int), Use Magic Device (Cha), Knowledge[Arcana], Knowledge[Engineer], Knowledge[Geography], Knowledge[History], Knowledge[Nature], Knowledge[Nobility], Knowledge[Planar], Knowledge[Religion], Knowledge[Underdark], Craft [ ] (Wis), Profession [ ] (Int)

Arcane Reservoir: They have an innate pool of magical energy that they can draw upon to fuel their Exploits and enhance their spells. Their Arcane Reservoir can hold a maximum amount of magical energy equal to 3 + their Level. Each day, when preparing spells, their Arcane Reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 their level. Any points they had from the previous day are lost. They can also regain these points through the Consume Spells Class Feature and some Exploits. The Arcane Reservoir can never hold more points than the maximum amount noted; points gained in excess of this total are lost.

ArcheType - School Savant: Some arcanists specialize in a school of magic and trade flexibility for focus. School Savants are able to prepare more spells per day than typical arcanists, but their selection is more limited. They gain School Focus in place of their 3rd, 7th, and 15th level Exploits.

School Focus (Su): At 1st-Level, the School Savant chooses a school of magic (Conjuration-Teleportation). They gain the abilities granted by that school, as the Arcane School Class Feature of the Wizard, treating their Arcanist Level as their Wizard Level for these abilities. They can also further specialize by selecting a subschool. In addition, they can prepare one additional spell per day (aka gain 1 additional spell known) of each level they can cast, but this spell must be chosen from the selected school. Finally, they must select two schools of magic as their opposition schools (Enchantment, Necromancy). Whenever they prepare spells from one of their opposition schools, the spell takes up two of their Prepared Slots. In addition, they take a –4 penalty on any skill checks when crafting a magic item that has a spell from one of their opposition schools as a prerequisite. They cannot select the Exploit: School Understanding.

Conjuration (Teleportation) School: They focus on the study of dimensional movement and summoning magic to become more attuned to these dimensional spanning magics.

Summoner Charm (Su): Whenever they cast a Conjuration (Summoning) spell, they increase the duration by a number of rounds equal to 1/2 their Caster Level (minimum 1). At 20th level, they can change the duration of all Summon Monster spells to permanent. They can have no more than one Summon Monster spell made permanent in this way at one time. If they designate another Summon Monster spell as permanent, the previous spell immediately ends. This increase is not doubled by Extend Spell Metamagic.

Shift (Su): At 1st-Level, they can teleport to a nearby space as a Swift Action as if using Dimension Door. This movement does not provoke an Attack of Opportunity. They must be able to see the space that they are moving into. They cannot take other creatures with them when they use this ability (except for familiars). They can move 5 feet for every two Caster Levels they possess (minimum 5 feet). They can use this ability a number of times per day equal to 3 + Intelligence modifier.

Dimensional Steps (Su): At 8th-Level, they can use this ability to teleport up to 30 feet per Caster Level per day as a Standard Action. This teleportation must be used in 5-foot increments and such movement does not provoke an Attack of Opportunity. They can bring other willing creatures with them, but they must expend an equal amount of distance for each additional creature brought with them.

Cantrips: They can prepare a number of Cantrips, or 0-level spells, each day as noted Class Advancement Table. These spells are cast like any other spell, but they do not consume spell slots. As with their other spells, these spells are not expended when cast.

Consume Spells: They can expend an available Spell Slot as a Move Action, making it unavailable for the rest of the day, just as if they had used it to cast a spell. They can use this ability a number of times per day equal to their Charisma modifier (minimum 1). Doing this adds a number of points to their Arcane Reservoir equal to the level of the Spell Slot consumed. They cannot consume Cantrips (0 level spells) in this way. Points gained in excess of the maximum for the Arcane Reservoir are lost.

Spell Book: They must study their Spell Book each day to prepare their spells. They cannot prepare any spell not recorded in their Spell Book, except for Read Magic which they can prepare from memory and any spells that they always have prepared. They begin play with a Spell Book that contains all Wizard Cantrips plus three 1st-Level Spells of their choice from the Wizard Spell List. They also select a number of additional 1st-Level spells equal to their Intelligence modifier to add to their Spell Book. At each new level, they gain two new spells of any spell level or levels that they can cast to add to their Spell Book. At any time, they can also add spells found in other Spell matter what their native language or culture is. Books of either Wizards or Arcanists to her own Spell Book. To record an arcane spell in written form, they use complex notation that describes the magical forces involved in the spell. The writer uses the same system no what their native language or culture is. However, each individual uses the system in their own way. Thus another person’s magical writing remains incomprehensible to even the most powerful wizard until they take the time to study and decipher it. To decipher arcane magical writing (such as a single spell in the spellbook of another or on a scroll), the character must make a Spell Craft check (DC 20 + Spell Level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A Read Magic Cantrip automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular piece of magical writing, they do not need to decipher it again. Deciphering magical writing allows the reader to identify the spell and gives them some idea of its effects (as explained in the spell description). If the magical writing is a scroll and the reader can cast arcane spells, they can attempt to use the scroll. They can add new spells to their Spell Book through several methods. They can only learn new spells that are found on the Wizard Spell Lists, unless otherwise specifically allowed by some other feature or due to independent research.

Spells Gained at a New Level: They perform a certain amount of spell research between adventures. Each time they attain a new level, they gain two spells of their choice to add to their Spell Book. The two free spells must be of spell levels they can cast.

Spells Copied from the Spell Book or Another or a Scroll: They can also add a spell to their Spell Book whenever they encounter one on a magic scroll or in the Spell Book or another. No matter what the source of the spell, they must first decipher the magical writing. Next, they must spend 1 hour studying the spell. At the end of the hour, they must make a Spell Craft check (DC 15 + Spell Level). If they have specialized in a School of spells they gain a +2 Bonus on the Spell Craft check if the new spell is from their specialty school. If the check succeeds, they understand the spell and can copy it into their spellbook. The process leaves a Spell Book that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. If the check fails, they cannot understand or copy the spell. They cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spell Craft check does not cause the spell to vanish. In most cases, a spell caster will charge a fee for the privilege of copying spells from their Spell Book. This fee is usually equal to half the cost to write the spell into a Spell Book. Rare and unique spells might cost significantly more.

Independent Research: They can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spell Craft and Knowledge [Arcana] checks.

Writing a New Spell into a Spell Book: Once they understand a new spell, they can record it into their Spell Book. The process takes 1 hour per spell level with Cantrips (0 levels spells) taking only 30 minutes to record. The cost for writing a new spell into a Spell Book depends on the level of the spell, as noted on the following table. Note that they do not have to pay these costs in time or gold for spells they gain for free at each new level. A brand new Spell Book contains 100 pages and spells take up one page per spell level with Cantrips taking up only half a page. The pages can written upon both sides allowing for a total of 200 spell levels minus half the Cantrips recorded within.

Spell Casting: They casts arcane spells drawn from the Wizard Spell List. They must prepare their spells ahead of time, but unlike a wizard, their spells are not expended when they are cast. Instead, they can cast any spell that they have prepared consuming a Spell Slot of the appropriate level, assuming they have not yet used up their spell slots per day for that level or higher. To learn, prepare, or cast a spell, they must have an Intelligence score equal to at least 10 + Spell Level. The Save DC against an their spells is 10 + Spell Level + their Intelligence modifier. They can only cast a certain number of spells of each spell level per day. Their base daily spell allotment, called Spell Slots, is given on their Class Advancement Table. In addition, they receive bonus spells per day if they have a high Intelligence score. They may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare four Cantrips, 0-level spells, and two 1st-level spells each day. At each new level, the number of spells they can prepare each day increases, adding new spell levels as indicated on their Class Advancement Table. Unlike the number of spells they can cast per day – Spell Slots, the number of spells they can prepare each day is not affected by their Intelligence score. Feats and other effects that modify the number of spells known by a spell caster instead affect the number of spells they can prepare. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spell book. While studying, they decide what spells to prepare and they refresh their available Spell Slots for the day. Like a Sorcerer, they can choose to apply any Metamagic they know to a prepared spell as they cast it, with the same increase in casting time. However, they may also prepare a spell with any Metamagic they know and cast it without increasing casting time just like a Wizard. They cannot combine these options – a spell prepared with a Metamagic cannot be further modified with another Metamagic at the time of casting (unless they have the Metamixing Exploit).


Background:
Born and mostly raised in the wilderness of the Sano Forest he is a close cousin of the lady Elf Hannah Velerin who is the proprieter of Hannah's a local lesser healer house in Sand Point and she is also on the Sandpoint Council. He has more recently, since he has been in town and staying with her, accompanied her on reagent gathering trips into the local wilderness. He is also acquainted with and sometimes works for Nisk Tander an Aiuvarin (half-elf) that is the proprieter of the Bottled Solutions which is an alchemical shop located in Sand Point. He knows and has spent some time with Ilsoari Gandethus, a human ex-adventurer, and sometimes helps him with the Turandarok Academy that he runs when he has extra time, he has also gotten to see Ilsoari's arcane museum which he has dutifully kept a secret about so that the kids of the academy do not find out. He has also heard about the Sandpoint Devil and believes that some aspects of it could very well be true while others are merely misguided rumors. He knows Mia Vespertine having met her and her father back when her father was still present in town and Mia was still just a kid. He has kept in touch with her over the years and while they are really good friends they have a tendency to mix like oil and water. As to which one is the oil and which is water, well let us just say Mia is much more slippery than Tomo is.