About Van PotterPFS Character Information
Game Statistics
AC: 16 (10 + 3 Dex + 1 armor + 1 deflection + 1 size)
Combat:
Melee
Ranged
Armor
Skills:
Skill Ranks Per Class Level: 2 + 3 Int + 1 Favored Class + 1 Headband (Diplomacy)
• Acrobatics +3 (0 ranks + 3 Dex) • Appraise +4 (0 ranks + 4 Int) • Bluff +2 (0 ranks + 2 Cha) • Climb +0 (0 ranks + 0 Str) • Craft (mechanical) +12 (1 rank + 3 class + 4 Int + 2 racial trait + 2 Tools) • Diplomacy +8 (6 ranks + 2 Cha) • Disable Device +16 (6 ranks + 3 class + 3 Dex + 1 trait + 1 racial trait + 2 Tools) • Disguise +2 (0 ranks + 2 Cha) • Escape Artist +3 (0 ranks + 3 Dex) • Fly +3 (0 ranks + 3 Dex) • Heal -1 (0 ranks - 1 Wis) • Intimidate +2 (0 ranks + 2 Cha) • Knowledge (Arcana) +13 (6 ranks + 3 class + 4 Int) • Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int) • Knowledge (Engineering) +13 (5 ranks + 3 class + 4 Int + 1 racial trait) • Knowledge (History) +9 (1 rank + 3 class + 4 Int + 1 boon) • Knowledge (Local) +8 (1 rank + 3 class + 4 Int) • Knowledge (Planes) +8 (1 rank + 3 class + 4 Int) • Knowledge (Nature) +8 (1 rank + 3 class + 4 Int) • Knowledge (Religion) +8 (1 rank + 3 class + 4 Int) • Linguistics +8 (1 rank + 3 class + 4 Int) • Perception +1 (2 ranks - 1 Wis) • Perform +2 (0 ranks + 2 Cha) • Ride +3 (0 ranks + 3 Dex) • Sense Motive -1 (0 ranks - 1 Wis) • Spellcraft +13 (6 ranks + 3 class + 4 Int) • Stealth +7 (0 ranks + 3 Dex + 4 racial trait) • Survival -1 (0 ranks - 1 Wis) • Swim +0 (0 ranks + 0 Str) • Use Magic Device +8 (3 ranks + 3 class + 2 Cha) Languages: Common, Gnome, Sylvan, Draconic, Hallit, Goblin, Dwarven, Androffan Feats:
Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist. (1st level Feat)
Extra Arcane Exploit: You gain one additional arcanist exploit. (3rd level Feat) Toppling Spell Metamagic Feat: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)
Traits:
Gold Finger: You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (Disable Device) becomes a class skill for you. [Exchange Trait]
Desperate Resolve: You gain a +1 trait bonus on concentration checks . This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.[Magic Trait] Gnome Racial Traits:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day-- dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier (12). Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice [Craft (mechanical)]. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Arcanist Abilities: Weapon and Armor Proficiency: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. Spells:
Concentration: +9 (+12 if pinned, entangled, in violent weather, or grappled) 0-Level Spells Known:
0-Level Spells (7) Prepared
1-Level Spells Known:
1-Level Spells (4) Prepared (Cast: 5/5 Times):
2-Level Spells Known:
2-Level Spells (2) Prepared (Cast: 5/5 Times):
3-Level Spells Known:
3-Level Spells (1) Prepared (Cast 3/3 Times)
Arcane Reservoir:
Maximum Arcane Pool: 9
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.
Arcane Exploits:
Quick Study (Ex)
Dimensional Slide (Su)
Potent Magic (Su)
Consume Magic Items
Consume Spells:
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. Equipment:
Weapons Dagger [.5 lbs] Sling 10 Sling Bullets [2.5 lbs] Armor
Gear
Total Weight carried: 14.5 lbs (Light)
Scenarios Played:
First Steps Part 1 (1xp/2pp/467gp) 06-01: Trial by Machine (1xp/2pp/611gp) 06-10: The Wounded Wisp (1xp/2pp/505gp) 06–12: Scions of the Sky Key, Part 1: On Sharrowsmith’s Trail (1xp/2pp/590gp) 06-14: Scions of the Sky Key, Part 2: Kaava Quarry (1xp/2pp/558gp) 06-16: Scions of the Sky Key, Part 3: The Goldern Guardian (1xp/2pp/583gp) 06-09: By Way of Bloodcove (1xp/2pp/1308gp) 06-15: The Overflow Archives (1xp/2pp/1227gp) Pathfinder Adventure Path #85: Fires of Creation (3xp/4pp/3711gp) [GM Credit] 04-05: The Sanos Abduction (1xp/2pp/1315) [GM Credit] Pathfinder Adventure Path #86: Lords of Rust (3xp/4pp/8712gp) [GM Credit] 07-00 The Sky Key Solution (1xp/2pp/2520gp) 06-17: Fires of Karmoss (1xp/2pp/4112gp) Boons:
Explore, Report, Cooperate (From The Wounded Wisp) You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing, but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet. Prized Find (From The Wounded Wisp)
Golden Crown Advantage (The Exchange faction) (From On Sharrowsmith’s Trail)
Gripplis’ Favor (From Kaava Quarrey)
Sky Key Component (Sargava) (From The Golden Guardian)
Stinkeye’s Friend (From The Golden Guardian)
Vanei’s Friend (From The Golden Guardian)
Mwangi Exports (The Exchange Faction) (From By Way of Bloodcove)
[] [] [] [] [] Investor (2+ goals) (The Exchange Faction Journal Boon Season 7)
Alien Language (From Fires of Creation)
Otherworldly Beasts (From Fires of Creation)
Faerie Dragon Improved Familiar (From Sanos Abduction)
Scrap-Worthy (From Lords of Rust)
Azlanti Wonders (From Sky Key Solution)
Champion of Time (From Sky Key Solution)
Councilor of Time
Defender of Time
Timelost Chronicler (From Sky Key Solution)
Outstanding Bounty (From Fires of Karmoss)
Redoubt's Repairs (From Fires of Karmoss)
Entreprenuer (2+ goals) (The Exchange Faction Journal Boon Season 6)
Resources Tracking:
Starting Gold: 150gp First Steps Part 1: 467gp Trial by Machine: 611gp The Wounded Wisp: 505gp On Sharrowsmith's Trail: 590gp Kaava's Quarry: 558gp The Golden Guardian: 583gp By Way of Bloocove: 1308gp The Overflow Archives: 1227gp Fires of Creation: 3711gp The Sanos Abduction: 1315gp Lords of Rust: 8712gp Sky Key Solution: 2520gp Fire of Karamoss: 4112 Total Wealth Earned: 26369gp Starting Purchases:
First Steps Accounting:
Trial by Machine Accounting:
The Wounded Wisp Accounting:
Scions of the Sky Key Part I Accounting:
Scions of the Sky Key Part II Accounting:
Scions of the Sky Key Part III Accounting:
By Way of Bloodcove Accounting:
The Overflow Archives Accounting:
Fires of Creation Accounting
The Sanos Abduction Accounting
Lords of Rust Accounting
Sky Key Solution Accouting
Fires of Karamoss Accounting
Total Wealth Expenditures: 24978.33gp
The Exchange Season 6 Faction Card:
[ ] [ ] [ ] Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item worth at least 100 gp per character level. [ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level. [x] [x] [x] Earn at least 50 gp as the result of a Day Job check. [x] Earn at least 100 gp as the result of a Day Job check. [ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse. [ ] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic. [ ] Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount. [ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. The Exchange Season 7 Faction Card:
[ ] [ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse. While in the city, purchase or sell an item worth at least 100 gp per character level. [ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a
[ ] [ ] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic. [X] [X] Earn at least 50 gp as the result of a Day Job check. [x] Know how to speak and read seven or more languages, at least one of which must be Dwarven, Kelish, Osiriani, or Tien. [ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Intimidate or Profession (merchant) check with a DC equal to 15 plus your character level. [ ] Acquire a merchant’s license in a city with a population of 5,000 or more other than Absalom. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount (maximum 15% discount). [X] [X] [X] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. The Exchange Season 9 Faction Card:
[ ] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level. [ ] Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a
[ ][ ] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic. [ ][ ] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet. [ ][ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes. [ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level. [ ][ ] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level. [ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Faction: The Exchange PFS# 60133-11 |
