Yridhrennor Arahaelon
Elf Wizard (Foresight)/Arcanist (School Savant-Teleportation) 6 MR 2
NG Medium humanoid (elf)
Init +15, Senses low-light vision; Perception +10 (+13 with familiar)
DEFENSE
AC 18, touch 14, flat-footed 15
(+4 Mage Armor, +3 Dex, Attunement +1)
hp 42 (6d6+6)
Fort +4, Ref +6, Will +7
immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
STATISTICS Str 7 (-2), Dex 16 (+3), Con 12 (+1),Int 20 (+5), Wis 12 (+1), Cha 10 (+0)
Base Atk +3; CMB 1; CMD 14
Feats Scribe Scroll, Run, Improved Initiative,), Spell Focus (Conjuration), Augment Summoning, Precise Spell, Augment Summoning (mythic), (Alertness when Familiar is near)
Traits Riftwarden Orphan, Eyes and Ears of the CIty
Skills Appraise +8, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (Local) +14, Knowledge (Nature) +14, Knowledge (Planes) +14, Knowledge (History) +14, Perception +12 (+14 with familiar), Sense Motive +3 (from familiar), Spellcraft +14 (+16 to ID magic items); Racial Modifiers +2 on Spellcraft to ID magic items, +2 to Sense Motive and Perception through Alertness from Familiar
Languages , Taldane,Elven, Hallit, Abyssal, Celestial, Draconic, Orc
SQ Scribe Scroll, Familiar, Forewarned (+½ level to Init, always act in surprise round), Prescience (8/day), Reservoir, Exploits, Consume Spells, Shift (8/day-5 feet/2 levels), Summoner's Charm
Gear cracked dusty rose prism ioun stone, ring of sustenance, wand of mage armor, wand of blur light crossbow, quarterstaff, backpack; weight of gear 10 lbs; 83 gp
Special Abilities
Fleet-Footed While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Arcane Bond (Ex or Sp) : Familiar
Specialist powers (Divination-Foresight):
Forewarned (Su)
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposed schools (Evocation, Necromancy)
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.
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.
Dimensional Slide (Su)
Spend 1 point from arcane reservoir to teleport through 10 feet of space/level to any visible location as part of a move or withdraw action. It only counts as 5 feet of movement and does not provoke AoOs but cannot take any other actions as part of the move action. This can only happen 1/round.
Consume Spells (Su)
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.
School Focus (Su): Conjuration(Teleportation)
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Archmage:
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Wild Arcana(Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. Treat your caster level as 2 levels higher for any effect dependent on level. You can apply metamagic feats to this, but its total level cannot be greater than the highest level spell you can cast.
Eldritch Breach (Su)
When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target, roll twice and take the higher result.
AC 17, touch 17, flat-footed 15
( +2 Size, +2 Dex, +3 Natural Armor)
hp 19 (5 hd)
Fort +1, Ref +4, Will +6
OFFENSE
Speed 10 ft., (40 ft. fly)
Melee bite +4 (1d3-4)
STATISTICS
Str 2 (-4),Dex 15 (+2), Con 8 (-1), Int 8 (-1), Wis 15 (+2), Cha 7 (-2)
Base Atk +2; CMB -2; CMD 10
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +12 Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Spellcraft +7
Languages Taldane
SQ Improved Evasion, Empathic Link, Share Spells, Alertness, speak with master
Special Abilities
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, familiars take 0 damage on success and ½ on fail
Empathic Link: The master can communicate empathically with the familiar (but can’t see through its eyes) up to one mile.
Share Spells: The master may cast spells on his familiar with a target of “you” even if the spell doesn’t normally affect creatures of that type (magical beast).
Deliver touch Spells Familiar can deliver touch spells if the familiar is in contact with the master at the time of casting.
Speak with Master Other creatures do not understand communication with without magical help