Aravashnial

Uirdir Lightfoot's page

107 posts. Alias of rpblue.


Race

| HP: 23/29 | AC: 23 (15 Tch, 20 Fl) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4; (+2 enchantments) | Init: +7 | Perc: +3, SM: +3

Classes/Levels

| Speed 30 ft | Spells: 1st: 2/5; 2nd: 0/3 | Active conditions: None. | Exp: 7,663

Gender

Duelist 4

About Uirdir Lightfoot

Uirdir Lightfoot
Male Elf Arcanist 4
N Medium Humanoid (elf)
Initiative +7;

Defense::

AC 13, touch 13, flat-footed 10 (+3 Dexterity)
HP 29 (10+3d6+7)
Fort +2, Ref +6, Will +4
Defensive Abilities

Offense::

Speed 30 ft.
Melee +1 Black Blade Rapier +7 (1d6+4/18-20)
Melee/Ranged Touch Spell +5

Spells::

Arcanist - CL 4
0th (6 prepared; DC 14): Resistance; Acid Splash; Bleed^; 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 (4+1/day; 3 prepared; 11 known; DC 15): Mage Armor; Magic Missile; Vanish; Blood Money; Crafter’s Fortune; Shocking Grasp; Shield; Snowball; Infernal Healing; Gust of Wind; Feather Fall

2nd (2+1/day; 1 prepared; 2 known; DC 16): Frigid Touch; False Life

Statistics::

Str 8, Dex 17, Con 12, Int 18, Wis 12, Cha 10
Base Attack +2; CMB +1; CMD 14
Feats: Weapon Focus(Rapier); Weapon Finesse; Fencing Grace; Run; Combat Casting
Skills (26 Ranks)
Acrobatics +8; Climb +3; Diplomacy +6; Kn. (Arc.) +12; Kn. (Dun.) +8; Kn. (His.) +9; Kn. (Loc.) +8; Kn. (Pla.) +11; Linguistics +8; Spellcraft +11; Swim +3; UMD +7
Languages Common, Elven, Thassilonian, Goblin, Draconic, Sylvan, Celestial, Azlanti
Traits [AP] Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. [Magic] Magical Knack (Arcanist): Gain a +2 to your arcanist caster level, up to your character level. Elven Reflexes: Gain a +2 to initiative.
Racial TraitsElven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects; Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items; Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity; Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
SQ Grit (5); Arcane Reservoir (4); Consume Spells; Exploits (Sword Bond)
Combat Gear Rod of Extend Metamagic, Lesser, Black Blade Rapier +1
Other Gear Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Holy Water (x1), Alkali Fluid (x1), Acid Flask (x2)

Arcanist Special Abilities::

Weapon and Armor Proficiency: An arcanist is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he's not proficient with any type of armor or shield.

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.

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.

Exploits:
1st: Sword Bond (Su): At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard's arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon.
3rd: Sentient Sword (Su): At 3rd level, the blade adept's bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept's class level in place of the magus's class level and points from her arcane reservoir in place of the magus's arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class.

Spells Prepared::

Arcanist - CL 3
0th (6 prepared; DC 14): Acid Splash; Detect Magic; Detect Poison; Read Magic; Light

1st (3 prepared; 13 known; DC 15): Mage Armor; Snowball; Shield

2nd (1 prepared; 2 known; DC 16): Frigid Touch

Scrolls:
None

Swashbuckler Special Abilities::

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Critical Hit with a Rapier: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability cou

Black Blade Abilities:

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.