1 Empower Spell
3 Intensified Spell
5 Extra Arcanist Exploit
7 Improved Familiar
9 Extra Arcanist Exploit
B Combat Stamina
Traits:
Bruising Intellect(Use intelligence instead of charisma for Intimidate and get it as a class skill)
Arcane Temper (+1 initiative and concentration checks)
Combat Gear
Other Gear backpack, bedroll, belt pouch, candles (10), flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, Headband of Vast intelligence +4, cloak of Resistance +3, amulet of natural armor +1, tunic of careful casting
2500 gp
Combat:
Spd 30 ft.
Melee Quarterstaff (Attuned +2) +7 (1d6+2)
8/8 Combat Stamina
BAB +4; CMB +7; CMD 20
Special Abilities:
Darkvision 60 ft
Skilled + 2 stealth and bluff
Darkness 1/day
Prehensile Tail
Arcane Reservoir
Consume Spells
Arcanist Exploit
Familiar (Imp)
Force strike (The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals a number of points of force damage equal to 1d4 + 1 per arcanist level. Spells and effects that negate magic missile also negate this effect.)
Lightning Lance (The arcanist can unleash a lance of lightning by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of electricity damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20% miss chance) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision)
Ice Missile (The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of cold damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 points at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.)
Counterspell (By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.)
Metamixing (The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without yaffecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.)
Resistance +3
Armor Attunement +2
Weapon Attunement +2
Deflection +2
Toughening +1
Mental Prowess +4 (Int)
Physical Prowess +2 (Dex)
Defense:
Defense
AC 19, touch 15, flat-footed 16(+2 armor, +3 dex, +2 Deflection, +2 Natural)
HP 68 (9d6 + 27)
Fort +11, Ref +12, Will +15
[spoiler=Fluff]
Valeo Yokai, he was born the middle son of twelve, as such he gained not much love and attention. That all changed when his fiendish ancestry showed itself with his arcane prowess. Valeo was quickly sent to a school where he could study, and to be kept from sight his family didn't want anyone to know about their demonic looking son. While there he studied and his disdain to his family grew until one day he died the school to adventure and that's when he started to dabble in the demonic and find himself a familiar in the form of an imp. Shortly after his Familiar imp came to him, he started to receive promptings. At first they were simple and weak, but as it wore on, they grew stronger. As of late Valeo has been delving deeper into his study of the arcane. Learning of the Last Disciple intrigued him, Valeo always believed in higher power and heard the tales of Aroden's death, as such he believes that this Last Disciple is merely using the arcane arts to deceive his followers. Valeo wishes to approach him and learn the spells that enable him to imitate the Divine.