Seltyiel

Will O'Malley's page

4 posts. Alias of DBH.


Full Name

Will O'Malley

Race

Half-elf

Classes/Levels

Arcanist 3. AC 13, t 13, ff 11, hp 19, Fort +2, Ref +4, Will +3, Init +4; Perception +9,

About Will O'Malley

Will O’Malley

Male Half-Elf (Kellid) arcanist 3, NG medium humanoid (elf, human)

Init +4; Senses Low-Light Vision, Perception +9,

Languages Abyssal, Celestial, Common, Draconic, Elven, Hallit, Infernal, Orc

AC 13, touch 13, flat-footed 10, hp 19

Fort +2, Ref +4, Will +3, +2 racial saving throw bonus against enchantment spells and effects. Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged light crossbow +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee cold iron dagger +1 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20), within 30 ft. +5 (1d4+1)
Melee silver dagger +1 (1d4-1/19-20)
Ranged silver dagger (thrown) +4 (1d4/19-20), within 30 ft. +5 (1d4)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +1; CMB +1; CMD 14

Special Actions Arcane Reservoir (6/6), Arcanist Exploits, Consume Spells (1/day),

Prepared Spells Prepared Spell List
Arcanist (CL 3rd):
1st - comprehend languages (DC ) , mage armor (DC 15) , magic missile
0th - dancing lights , detect magic , mage hand , message , prestidigitation (DC 14) Abilities Str 10, Dex 16, Con 12, Int 18, Wis 11, Cha 12

Special Qualities Acid Jet, Adaptability, Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Weapon and Armor Proficiency,

Feats Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Arcana))

Skills Acrobatics +3, Appraise +8, Bluff +1, Craft (Untrained) +4, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Intimidate +1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Abyssal) +8, Perception +9, Perform (Untrained) +1, Ride +3, Spellcraft +10, Stealth +3, Use Magic Device +5,

Possessions spellbook; Light Crossbow ; Handy Haversack [ Oldlaw Whiskey (Bottle); Waterproof Bag; Winter Blanket; Bedroll; Crowbar; Crossbow Bolts (10) (x2); Trail Ration (x8); Coffee Pot; Survival Kit (Masterwork); Grooming Kit; ]; Waterproof Bag [ Coffee (Cup) (x10); Honey (Jar); Powdered Milk; ]; Canteen ; Wrist Sheath [ Cold Iron Dagger; ]; Wrist Sheath [ Silver Dagger; ]; Belt Pouch [ Compass; Sewing Needle; String (50 ft.); ];
Spellbook

Acid Jet (Su) You can unleash a jet of acid by expending 1 point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 2d6+1 points of acid damage. The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw (DC 12) to negate the sickened condition.

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 6 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 4. Any points you had from the previous day are lost. You 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 arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 12

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Cantrips You can prepare 5 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you 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 your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 30 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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