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)
+0 Fort (-1 con +1 wizard)
Light UW crossbow, +2, 1d8, 19-20/x2 crit
=====Traits and Feats=====
Skill Points: 2 wizard, +5 int, +2 background*
+7 Perception (3 ranks, +2 racial, +2 Alertness)
=====Spells and Consumables=====
50 Pages, 31 pages used
DC 15+ spell level
...+1 CL, arcane reservoir
Memorized spells marked with an X
-Cantrips- (4 per day, at will)
-1st- (2 per day, +2 bonus)
-2nd- (1 per day, +1 bonus)
Spells in spellbooks
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.
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.
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.
Base Attributes (20 point buy)
Favored Class bonuses:
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)
-On belt and bandoleer-
(Masterwork backpack adds +1 to effective str)
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