Vedic's page

189 posts. Alias of Doomed Hero.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception


Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor



Special Abilities

Low-Light Vision, Fire Resist 5




Chellish, Elven, Dwarven, Goblin, Draconic, Infernal, Abyssal

Strength 8
Dexterity 12
Constitution 8
Intelligence 20
Wisdom 10
Charisma 14

About Vedic


Vedic is a handsome elf, a bit on the frail side, with intense eyes and a shaved head.

He wears close fitting clothes of dark blue and light grey. A large book is chained to his belt, hung like a weapon in a scabbard.


Vedic is too clever for his own good, and he knows it. He loves the thrill of out-thinking his problems, but when that fails he is perfectly willing to fall back on brute force. He carries himself like a person twice his size, with an easy confidence that only comes from being the most dangerous person in the room.

He loves risk taking, the rush of combat, and has yet to learn to reign in his recklessness with tempered control.


Vedic hated school. It was slow, meticulous, boring. He thought about quitting many times, but frankly he was just too stubborn. Instead, he threw himself into his studies with a focus that only came from wanting to get it all over with.

He did not even attend his own graduation from the Arcanimirum Academy. He was already on a boat, leaving for something more interesting. Wanderlust called him, and finally he could answer it.

Vedic is a born explorer. He was easily underestimated because of his slight frame, but over and over again he proved himself to be a walking weapon, ready to hurl catastrophe at a moment's notice.

Ship's captains pay good money for skills like that. It bankrolled his own research nicely.

He didn't expect to be stranded on this nowhere island after his last commission ended, but since this strange storm started most ships were staying away. After a while he started to realize that maybe there was something unnatural about the storm, and if he wanted to get off the island something would have to be done about it.

He hoped he had enough explosives.

Male Elf Exploiter Wizard 3

14 HP: (14 wizard, -3 con, +3 favored class)



13 AC (+1 dex, +1 armor, +1 natural)
...+4 mage armor
...+4 shield

10 CMD

+0 Fort (-1 con +1 wizard)
+2 Ref (+1 dex, +1 wizard)
+3 Will (+3 wizard)



+1 BaB

+1 CMB

Light UW crossbow, +2, 1d8, 19-20/x2 crit

=====Traits and Feats=====


Magical Linage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (Burning Hands)
Spellhunter: Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would (Burning Arc).

Scribe Scroll (wizard bonus)
Spell Focus Evocation (racial bonus)
Spell Specialization (1st level)
Rime Spell (3rd level)



Skill Points: 2 wizard, +5 int, +2 background*
27 total. Max Ranks 3

+7 Perception (3 ranks, +2 racial, +2 Alertness)
+5 Sense Motive (3 ranks, +2 alertness)
+5 Bluff (3 rank, +2 cha)
+6 Stealth (3 rank, +1 dex, +2 eq)
+9 Appraise* (1 ranks, +3 class, +5 int)
+11 Spellcraft (3 ranks, +3 class, +5 int)
+11 Knowledge: Arcana (2 ranks, +3 class, +5 int)
+9 Knowledge Dungeoneering (1 rank, +5 int, +3 class)
+9 Knowledge Planes (1 rank, +5 int, +3 class)
+9 Knowledge Nature (1 rank, +5 int, +3 class)
+9 Knowledge Religion (1 rank, +5 int, +3 class)
+9 Knowledge Geography (1 rank, +5 int, +3 class)
+9 Knowledge Engineering (1 rank, +5 int, +3 class)
+13 Craft: Alchemy* (3 ranks, +5 int, , +3 class, +2 eq)

=====Spells and Consumables=====



50 Pages, 31 pages used

DC 15+ spell level
...+1 DC, Evocation
...+1 DC, arcane reservoir

...+1 CL, arcane reservoir
...+2 CL, Spell Specialization marked in italics

Memorized spells marked with an X
Evocation spells marked in Italics
Specialization spells marked in Bold
Cold Spells deal bonus damage equal to their spell level

-Cantrips- (4 per day, at will)
Ray of Frost
Disrupt Undead
Mage Hand x
Arcane Mark
Message x
Open Close
Read Magic
Detect Magic x
Acid Splash
Detect Poison
Dancing Lights x
Ghost Sound

-1st- (2 per day, +2 bonus)
Rime Burning Hands x (not rime)
Color Spray
Mage Armor x
Shield x
Feather Fall
Obscuring Mist
Comprehend Languages
Floating Disk
Unseen Servant
Magic Weapon x

-2nd- (1 per day, +1 bonus)
Rime Burning Arc
Stone Call x x
Create Pit
Protection from Arrows
See Invisible
Spectral Hand

Spells in spellbooks
1st—alarm, comprehend languages, identify, magic weapon, unseen servant;
2nd—minor image, protection from arrows, see invisibility, spectral hand;
3rd—dispel magic, heroism, slow.


Cure Light x2
Cure Moderate

Shield x2
Obscuring Mist
Comprehend Languages
Floating Disk
Stone Call

Mage Armor (48)

-Alchemical Weapons-
Tanglefoot bags x5
Alchemist Fire x5
Acid flask x5
Liquid Ice x5
Bottled Lightning x5

-Alchemical Items
Antiplague x2
Antitoxin x3
Alchemist's Kindness x5

=====Class Abilities=====


Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level.
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.
This ability replaces arcane bond.

Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
This ability replaces arcane school.


School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane scho
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Array, Ioun Wyrd Evocation School Familiar

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). School Link (Su) A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

School Cantrip (Sp) A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level. (ray of frost)

Energy Boost (Su) Choose an energy type: acid, cold, electricity, or fire. The familiar gains resistance 10 to the selected energy type. Whenever an ally casts an evocation spell that has the chosen energy type as a descriptor while within 5 feet of the familiar, the spell deals bonus energy damage equal to its spell level.

====Race Abilities====


Base Attributes (20 point buy)
8 str
12 dex
8 con
20 int
10 wis
14 cha

Favored Class bonuses:
1) +1 HP
2) +1 HP
3) +1 Hp

Racial Traits-

Elemental Resistance: Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.



Armor: Silken Ceremonial Armor (Battlemage's robes) (30 gp)
Wrist: Spring Loaded Wrist Sheathes (cure moderate in left, wand of
Unslotted: Wayfinder (acts as familiar satchel)

-On belt and bandoleer-
Traveler's Anytool
Spell component pouch
Familiar satchel (25 gp)
Bag of steel marbles
Coin pouch (spare change only)
Traveling Spellbook w Book Lariat (10 gp)
Deck of cards

-Masterwork Backpack-
Alchemical tools and sample jars
Waterproof bag (inside pack, acts as liner)
Change of clothes
Toiletry kit
Elven bread
Canteen of water x2
Spare spell component pouch
Empty sack x2



WBL: 1650

10 pp
5 gp
6 sp
9 cp

Carry Capacity:

(Masterwork backpack adds +1 to effective str)
Light: 30
Medium: 60
Heavy: 90

Overhead: 90
Lift: 180
Drag: 450


Wizard: Scribe Scroll
Level 1: Spell Focus (Evocation)
Level 3: Rime Spell
Level 5: Preferred Spell (Fireball)
Bonus 5: Heighten Spell
Level 7: Spell Penetration
Level 9: Dazing Spell
Bonus 10: Selective Spell
Level 11: Greater Spell Focus (Evocation)
Level 13: Quicken Spell
Level 15: Spell Perfection (Fireball)
Bonus 15: Intensified Spell
Level 17: Greater Spell Penetration
Level 19: Focused Spell
Bonus 20: Lingering Spell