Curthew

Vincent Maridos II's page

308 posts. Alias of Nikolaus de'Shade.


Full Name

(Lord) Vincent Maridos II

Race

| HP: 57/57 | AC: 21 | Init: +7 | F: +3, R: +3, W: +7 | P+16, Bl +20, Scrft +19, UMD +17, Knw A/D/L/N/P +21, G/H +16, No +15| Speed 30ft |

Classes/Levels

1: 6/6, 2: 6/6, 3: 5/6, 4: 6/6, 5: 4/4| Reservoir 8/13 |Active Conditions:

Gender

Male Medium Vampire (Dhampir) Arcanist 11

About Vincent Maridos II

Male Dhampir Arcanist 11
LE Humanoid (Dhampir)

Init +7
Senses: Perception +16, low-light vision, Darkvison 60ft.

DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor, +3 dex, +2 nat, +2 deflec)
Fast Healing 1

HP 57/57 (6+[10*4]+11 FCB)

Fort +3 (3 base, +0 Con)
Ref +6 (3 base, +3 Dex)
Will +7 (7 base, 0 Wis)
+2 racial vs. disease and mind-affecting

OFFENSE

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

SPELLS
Caster Level: 11, Concentration +18.
Arcanist
Lvl 0 (∞/day) – (9) Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Ray of Frost, Resistance.
Lvl 1 (4+2/day) – (5) Ear Piercing Scream, Mage Armor, Magic Missile, Shield, Vanish.
Lvl 2 (4+2/day) – (5) Glitterdust, Invisibility, Mirror Image, Scorching Ray, See Invisibility
Lvl 3 (4+2/day) – (4) Fireball, Haste, Heroism, Tongues
Lvl 4 (4+1/day) – (3) Bestow Curse, DDoor, Rainbow Pattern
Lvl 5 (3+1/day) – (2) Hold Monster, Feeblemind

Spellbook(s):

Lvl 0: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener's Chant, Spark, Touch of Fatigue.
Lvl 1: Burning Hands, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Disguise Self, Ear Piercing Scream, Enlarge Person, Expeditious Retreat, Floating Disk, Grease, Keep Watch, Liberating Command, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Snowball, Unseen Servant, Vanish, Ventriloquism.
Lvl 2: Acid Arrow, Alter Self, Arcane Lock, Blindness/Deafness, Command Undead, Darkness, Detect Thoughts, False Life, Fox’s Cunning, Ghoul Touch, Glitterdust, Gust of Wind, Invisibility, Knock, Minor Image, Mirror Image, Resist Energy, Scorching Ray, See Invisibility, Web. [+1]
Lvl 3: Arcane Sight, Beast Shape I, Dispel Magic, Displacement, Fireball, Fly, Gaseous Form, Halt Undead, Haste, Heroism, Keen Edge, Major Image, Protection from Energy, Suggestion, Summon Monster III, Tiny Hut, Tongues, Vampiric Touch.
Lvl 4: Animate Dead, Beast Shape II, Bestow Curse, Charm Monster, Confusion, Crushing Despair, Dimension Door, Dimensional Anchor, Earth Glide, Enervation, Fire Shield, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Scrying, Stone Shape, Stoneskin,
Lvl 5: Baleful Polymorph, Beast Shape III, Blight, Dominate Person, Fabricate, Feeblemind, Hold Monster, Nightmare, Overland Flight, Persistent Image, Possession, Secret Chest, Sending, Telepathic Bond, Teleport, Wall of Force, Wall of Stone, Waves of Fatigue
Lvl 6: Chain Lightning, Circle of Death, Create Undead, Flesh to Stone, Guards and Wards, Veil
Lvl 7: Control Undead, Finger of Death, Forcecage, Greater Scrying, Greater Teleport, Instant Summons
Lvl 8: Create Greater Undead, Greater Planar Binding, Horrid Wilting, Prismatic Wall, Symbol of Death, Trap the Soul
Lvl 9: Astral Projection, Dominate Monster, Meteor Swarm, Soul Bind, Wail of the Banshee, Wish

Base Atk +5 (+5 Arcanist)
CMB 4 (5 BAB, -1 Str)
CMD 15 (10, 5 BAB, 3 Dex, -1 Str)

STATISTICS
Str 8 (-1)
Dex 16 (+3) [14 base, +2 racial]
Con 10 (0) [12 base, -2 racial]
Int 24 (+7) [16 base, +2 untyped, +2 lvl 4/8, +4 enhancement]
Wis 10 (0)
Cha 20 (+5) [14 base, +2 racial, +4 enhancement]

FEATS
Eschew Materials [Level 1]: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Improved Initiative [Level 3]:
Dazing Spell [Level 5]: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Level Increase: +3.
Combat Casting [Level 7]:
Quicken Spell [Level 9]: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.) Casting a quickened spell doesn’t provoke an attack of opportunity.
Spell Penetration [Festive Bonus]: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Piercing Spell [Level 11]: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
Level increase: +1.

TRAITS
Wary (Regional): You survived an assassination attempt once. You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you.
Fast Talker (Social): You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

SKILLS
Appraise* +15 (5 ranks, +7 Int, +3 class)
Bluff +20 (11 ranks, +3 Cha, +3 class, +1 trait, +2 racial)
Knowledge (Arcana) +21 (11 ranks, +7 Int, +3 class)
Knowledge (Dungeoneering) +21 (11 ranks, +7 Int, +3 class)
Knowledge (Geography)* +16 (6 ranks, +7 Int, +3 class)
Knowledge (History)* +16 (6 ranks, +7 Int, +3 class)
Knowledge (Local) +21 (11 ranks, +7 Int, +3 class)
Knowledge (Nature) +21 (11 ranks, +7 Int, +3 class)
Knowledge (Nobility)* +15 (5 ranks, +7 Int, +3 class)
Knowledge (Planes) +21 (11 ranks, +7 Int, +3 class)
Perception +16 (11 ranks, +0 Wis, +3 class, +2 racial)
Spellcraft +19 (11 ranks, + 5 Int, +3 class)
Use Magic Device +17 (11 ranks, +3 Cha, +3 class)

Total Points: 121 [11x(2 Arcanist + 7 Int + 2 background)]
AC penalty is 0

LANGUAGES
Common, Abyssal, Aklo, Draconic, Dwarven, Halfling, Necril, Sylvan

EQUIPMENT
Headband of Int/Cha +4 (40,000)
Ring of Prot +2 (8,000)
Am Nat Arm +2 (8,000)
Cloak of R +2 (4,000)
200 platinum 0 gold 0 silver 0 copper

SPECIAL ABILITIES
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Manipulative: Dhampirs gain a +2 racial bonus on Bluff and Perception checks.
Negative Energy Affinity: Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.
Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Undead Resistances: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Favored Class Bonuses: 10x Hit Point.

Arcane Reservior: 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.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Exploits, (DC18):
Quick Study (Level 1): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Potent Magic [Level 3]: Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Dimensional Slide [Level 5]: The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Counterspell [Level 7]: 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.
Swift Consume [Level 9]: The arcanist can use the consume spells class feature or the consume magic items exploit as swift actions instead of as move actions.
Greater Counterspell [Level 11]: Whenever the arcanist uses the counterspell exploit, she can expend any arcanist spell slot of the same level or greater than the spell to be countered (instead of the spell level +1). The arcanist must have the counterspell exploit to select this exploit.

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. 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.

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