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Samanrath Xerxes

arcanashaman

Player Nam e

User Nam e

Arcanist

C lass(es)

Dark Archive

Level

Faction

Elf

Medium
Race

Size

Nethys

Neutral
Deity

6'2"

Alignm ent

142

Height

136
(Adult)

Weight

Tabletop Giant

Male
Gender

Age

Low-light Vision

25.3
Special Senses

Gold

Azlanti, Celestial, Common, Draconic, Elven, Sylvan,


Tien, Varisian
Languages

Ability Scores
Ability

Score

Modifier

Adjust

Saving Throws
Adjust

Type

Total

Base

Bonus

Str:

-2

Fort:

Dex:

14

Reflex:

Con:

13

Will:

-1

Int:

20

Adjust

Elven Immunities (Racial Trait): Saving Throw (Enchantment) +2


Immune: Sleep (Elven Immunities (Racial Trait))

Wis:

-1

Cha:

10

Initiative:

Movement:

20 (30)

Encumbrance:

30 (Medium)

Combat Stats
Value
Defense

HP:

AC:

13

Flat-footed:

11

Touch:

12

CMD:

10

Weapons
Adjust

You are suffering from penalities from lack of proficiency


with: Haram aki

Main Attack
The following is for a single attack; pick the dam age dice of

O ffense

BAB:

CMB:

-2

one side of the weapon (your choice) and apply it if the hit
is successful

Quarterstaff:

-2, 1d6/1d6 + -3

C rit: x2, Dam age: B, Effort: two-handed

Double-Weapon Fighting
This weapon m ay be used to m ake two attacks by using the
bonuses below.

Quarterstaff:

-6, 1d6 + -2

C rit: x2, Dam age: B, Effort: two-handed

CMB:

-2

Quarterstaff:

-10, 1d6 + -2

C rit: x2, Dam age: B, Effort: two-handed

Ranged Attack
Dagger:

-2, 1d4 + -2 + 0
C rit: 19-20/x2, Dam age: P, S, Range: 10 ft

Skills
You have trained the following skills: Appraise (1), C raft (C alligraphy) (1), Knowledge (Arcana) (1), Knowledge (Engineering)
(1), Linguistics (1), Spellcraft (1), Use Magic Device (1)
Acrobati cs

-1

Apprai se

+9

Bl uff

Cl i mb

-5

Craft ( Al l )

+5

Craft ( Cal l i graphy)

-1

Di sgui se

-1

Handl e Ani mal

Di pl omacy

Di sabl e Devi ce

Escape Arti st

-1

Fl y

Heal

-1

Inti mi date

Knowl edge ( Dungeoneeri ng)

+5

Knowl edge ( Engi neeri ng)

Knowl edge ( Hi story)

+5

Knowl edge ( Nobi l i ty)


Li ngui sti cs

0
+9

0
0

Knowl edge ( Arcana)

+9

+9

Knowl edge ( Geography)

+5

Knowl edge ( Local )

+5

Knowl edge ( Nature)

+5

+5

Knowl edge ( Pl anes)

+5

Knowl edge ( Rel i gi on)

+5
0

+9

Percepti on

+1

Perform ( Al l )

Professi on ( Al l )

-1

Ri de

-1

Sense Moti ve

-1

Sl ei ght of Hand

-1

Spel l craft

+9

Steal th

-1

Survi val

-1

Swi m

-5

Use Magi c Devi ce

+4

Elven Magic (Racial Trait): Spellcraft +2, When identifying properties of magic items

Arcanist: Level 1
None

Archetypes:

The white bubbles


by each spell signify how m any tim es you prepared this spell. You m ay use a pencil to 'X' out a
bubble when casting, in order to keep track of spell use.
Level 0 spells ('C antrips') can be cast an unlim ited num ber of tim es a day.
DC for concentration checks: Level 0: 15, Level 1: 17
DC for opponents to resist spells: Level 0: 15, Level 1: 16
Prepared Spells (Level 0):
Spell Use (Level 0):

Acid Splash, Dancing Lights, Detect Magic, Prestidigitation

You may cast an unlimited number of these spells a day.

Prepared Spells (Level 1):

Protection From Evil, Ray of Enfeeblement

Spell Use (Level 1):

Arcane Reservoir (4):

Concentration:

+8

Arcane Focus (Racial Trait): C oncentration +2, O n checks to cast arcane spells defensively

Arcanist Specials

Familiar Selection:
Fox
Master gains a +2 bonus on Reflex saves
The Tome of Horrors Complete
XP: 135 CR: 1/3
N Small animal
In it: +3; S en ses: low-light vision, scent; Perception +5
AC: 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
HP: 4 (1d8)
S avin g Th rows: Fort +2, Ref +5, Will +1
S peed: 40 ft.
M elee: bite +4 (1d4-1)
S pace: 5 ft. Reach : 5 ft.
Abilities: Str 8, Dex 17, Con 10 , Int 2, Wis 12, Cha 6
Base Attack: +0 ; CM B: -2; CM D: 11 (15 vs. trip)
Feats: Weapon Finesse
S kills: Acrobatics +5, Perception +5, Stealth +15, Survival +5
En viron m en t: cold and temperate forests and plains
Organ ization : solitary
Treasu re: none
Foxes are opportunistic eaters with a diet that consists of mice and voles, rabbits, birds, eggs, amphibians and small reptiles, fish, mollusks,
earthworms, carrion, and plants. Foxes are also known to scour garbage and refuse in settled areas. The statistics above describe the common red
fox, but can be used for other foxes such as the grey fox or arctic fox. Arctic foxes gain an additional +4 racial bonus on Stealth checks in snowy
surroundings.The fox is a very territorial creature and spends about one-third of its day hunting for food (most hunting is performed at night). Foxes
are excellent hunters and have even been known to bring down prey much larger than themselves. When prey is encountered, the fox leaps at it and
dispatches it with a series of quick bites.Copyright Notice Author Scott Greene.
Ben efit:
S ou rce:

Arcane Reservoir

Arcanist Exploits

C lass Feature
Su
Source: Pathfinder Roleplaying Gam e: Advanced C lass
Guide

C lass Feature
Untyped
Source: Pathfinder Roleplaying Gam e: Advanced C lass
Guide

Group:

Group:

Type:

Type:

Description:

Description:

An arcanist has an innate pool of m agical energy that she


can draw upon to fuel her arcanist exploits and enhance
her spells. The arcanists arcane reservoir can hold a
m axim um am ount of m agical energy equal to 3 + the
arcanists level. Each day, when preparing spells, the
arcanists arcane reservoir fills with raw m agical energy,
gaining a num ber 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 consum e
spells class feature and som e arcanist exploits. The arcane
reservoir can never hold m ore points than the m axim um
am ount noted above; points gained in excess of this total
are lost.

By bending and som etim es even breaking the rules of


m agic, the arcanist learns to exploit gaps and exceptions
in the laws of m agic. Som e of these exploits allow her to
break down various form s of m agic, 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 m ore than once. O nce 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 arcanists level + the arcanists C harism a m odifier.

Points from the arcanist reservoir are used to fuel m any of


the arcanists 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
spells DC by 1. She can expend no m ore than 1 point from
her reservoir on a given spell in this way.

Familiar

Consume Spells

Exploit
Ex
Source: Pathfinder Roleplaying Gam e: Advanced C lass
Guide
Description: An arcanist with this exploit can acquire a
fam iliar as the arcane bond wizard class feature, using her
arcanist level as her wizard level to determ ine any of the
statistics and abilities of the fam iliar. If the arcanist receives
a fam iliar from another class, her levels of arcanist stack
with the levels from that class when determ ining the
fam iliar's statistics and abilities (this ability does not stack
with a fam iliar gained through the bloodline developm ent
exploit; she m ust choose one or the other).

C lass Feature
Su
Source: Pathfinder Roleplaying Gam e: Advanced C lass
Guide

Group:

Group:

Type:

Type:

Description:

At 1st level, an arcanist can expend an available arcanist


spell slot as a m ove action, m aking it unavailable for the
rest of the day, just as if she had used it to cast a spell.
Doing this adds a num ber of points to her arcane reservoir
equal to the level of the spell slot consum ed. She cannot
consum e cantrips (0 level spells) in this way. Points gained
in excess of the reservoirs m axim um are lost.

Cantrips
C lass Feature
Untyped
Source: Pathfinder Roleplaying Gam e: Advanced C lass Guide
Group:
Type:

Description:

Arcanists can prepare a num ber of cantrips, or 0-level spells, each day as noted on Table 12. These spells are cast like any
other spell, but they do not consum e spell slots. As with her other spells, these spells are not expended when cast.

Traits

Clever Wordplay

Focused Mind

Social
Social
Source: Pathfinder Player C om panion: Pathfinder Society
Prim er
Description: C hoose one C harism a-based skill. You attem pt
checks with that skill using your Intelligence m odifier
instead of your C harism a m odifier.

Magic
Magic
Source: Pathfinder Roleplaying Gam e: Ultim ate C am paign
Description: You gain a +2 trait bonus on concentration
checks.

Type:

Category:

Type:

Category:

Racial Traits
Note: Not all of your Racial Traits are shown below. For the sake of avoiding redundancy, only the m ore pertinent are listed.

Arcane Focus

Elven Magic

Racial Trait
Elf
Replaces: Weapon Fam iliarity
Source: Pathfinder Roleplaying Gam e: Advanced Race
Guide
Description: Som e elven fam ilies have such long traditions of
producing wizards (and other arcane spellcasters) that they
raise their children with the assum ption each is destined to
be a powerful m agic-user, with little need for m undane
concerns such as skill with weapons. Elves with this racial
trait gain a +2 racial bonus on concentration checks m ade
to cast arcane spells defensively. This racial trait replaces
weapon fam iliarity.

Racial Trait
Racial Trait
Race: Elf
Source: Pathfinder RPG C ore Rulebook
Description: Elves receive a +2 racial bonus on caster level
checks m ade to overcom e spell resistance. In addition,
elves receive a +2 racial bonus on Spellcraft skill checks
m ade to identify the properties of m agic item s.

Elven Immunities

Keen Senses

Racial Trait
Racial Trait
Race: Elf
Source: Pathfinder RPG C ore Rulebook
Description: Elves are im m une to m agic sleep effects and
gain a +2 racial saving throw bonus against enchantm ent
spells and effects.

Racial Trait
Racial Trait
Race: Elf
Source: Pathfinder RPG C ore Rulebook
Description: Elves receive a +2 racial bonus on Perception
checks.

Type:
Race:

Type:

Category:

Type:

Category:

Type:

Category:

Feats
Level 1 Feat

Arcanist Bonus Feat (Level 1)

Cypher Script

Simple Weapon Proficiency

General
Through researching lengthy, ancient, arcane
scripts, you have discovered a m ore efficient m ethod of
recording spells. As with the C ypher Magic feat, C ypher
Script was originally developed by the C ypherm ages of
Riddleport, but has been spreading through the Inner Sea
region recently.
Benefit: Any spell you scribe in your spellbook costs half as
m uch as norm al and takes up only half the room it
norm ally would (round all fractions up). It only takes you 10
m inutes per spell level to scribe a spell into your spellbook
(5 m inutes for cantrips).
Source: Pathfinder C am paign Setting: Inner Sea World
Guide

C om bat
You are trained in the use of basic weapons.
Benefit: You m ake attack rolls with sim ple weapons without
penalty.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Special: All characters except for druids, m onks, and wizards
are autom atically proficient with all sim ple weapons. They
need not select this feat.
Source: Pathfinder RPG C ore Rulebook

Type:

Description:

Type:

Description:

Inventory

Scroll of Charm
Person
Price: 25 GP

Scroll of Abadar's
Truthtelling
Price: 25 GP

Dagger (Ranged)
Price:
S ize:

2 gp
Medium

Dam age (S m all):

1d4

1d3 Dam age (M ediu m ):


1d6 Critical: 19-20 /x2

Dam age (Large):

Charm Person

Abadar's Truthtelling

S ch ools: Enchantment (Charm) [MindAffecting] Level: Arcanist 1, Bard 1,


Shaman 1, Skald 1, Sorcerer 1, Witch 1,
Wizard 1
Dom ain s: Charm 1, Love 1, Lust 1, Slavery
1
Castin g Tim e: 1 standard action
Com pon en ts: V, S
Ran ge: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Du ration : 1 hour/level
S avin g Th row: Will negates S pell Resistan ce:
yes
S ou rce: Pathfinder RPG Core Rulebook
Description : This charm makes a humanoid
creature regard you as its trusted friend and
ally (treat the target's attitude as friendly). If
the creature is currently being threatened or
attacked by you or your allies, however, it
receives a +5 bonus on its saving throw.The
spell does not enable you to control the
charmed person as if it were an automaton,
but it perceives your words and actions in the
most favorable way. You can try to give the
subject orders, but you must win an opposed
Charisma check to convince it to do anything
it wouldn't ordinarily do. (Retries are not
allowed.) An affected creature never obeys
suicidal or obviously harmful orders, but it
might be convinced that something very
dangerous is worth doing. Any act by you or
your apparent allies that threatens the
charmed person breaks the spell. You must
speak the person's language to communicate
your commands, or else be good at
pantomiming.

S ch ools: Enchantment (Compulsion) [MindAffecting] Level: Cleric 1, Inquisitor 1,


Oracle 1, Paladin 1, Warpriest 1
Dom ain s: None
Castin g Tim e: 1 standard action
Com pon en ts: V, S, DF
Ran ge: touch
Targets: creature touched
Du ration : 1 min./level
S avin g Th row: Will negates S pell Resistan ce:
yes
S ou rce: Pathfinder Campaign Setting: Inner
Sea Gods
Description : This spell functions identically to
the spell zone of truth, except as noted above.
The target momentarily takes on the
semblance of a being of perfect order, like an
archon or inevitable, so that all who can see
the target know it is affected by the spell.
This divine guise flickers over the target for
only an instant and does not allow it to pass
as a member of a different race.

Quarterstaff
(Mainhand)

Backpack (Common)

Tindertwig X 3

Adventuring Gear
2 gp
Weigh t: 2 lbs.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : This leather knapsack has one
large pocket that closes with a buckled strap
and holds about 2 cubic feet of material.
Some may have one or more smaller pockets
on the sides.

Alchemical Tools
1 gp
Weigh t: S ou rce: Pathfinder Player Companion:
Alchemy Manual
Description : The alchemical substance on
the end of this small, wooden stick ignites
when struck against a rough surface (a
move action). Creating a flame with a
tindertwig is much faster than creating a
flame with tinder and a flint and steel or
magnifying glass. Lighting a torch with a
tindertwig is a standard action rather than a
full-round action, and lighting any other fire
with one is at least a standard action. A
tindertwig burns for 1d2 rounds and sheds
light as a candle. Tindertwigs are waterproof,
but must be dried before you can strike them.

Price:
S ize:

Price:

Medium

Dam age (S m all):

1d4/1d4
1d6 /1d6
1d8/1d8 Critical: x2

Dam age (M ediu m ):


Dam age (Large):
Ran ge:
Weigh t:

Type:

4 lbs

B
simple
Effort: two-handed
S pecial: Double, Monk
S ou rce: Pathfinder RPG Core Rulebook
Dam age Type:
Proficien cy:

Description :

A quarterstaff is a simple piece of wood,


about 5 feet in length. In battle, it's held with
one hand at the butt and the other a quarter
of the way up the staff, allowing it to block
blows and make quick strikes.

Masterwork Backpack: This backpack has


numerous pockets for storing items that
might be needed while adventuring. Hooks
are included for attaching items such as
canteens, pouches, or even a rolled-up
blanket. It has padded bands that strap
across the chest and the waist to distribute its
weight more evenly. Like a common
backpack, it can hold about 2 cubic feet of
material in its main container. When
wearing a masterwork backpack, treat your
Strength score as +1 higher than normal
when calculating your carrying capacity.

Ran ge:
Weigh t:

10 ft
1 lb
P, S
simple

Dam age Type:


Proficien cy:

light
S ou rce: Pathfinder RPG Core Rulebook
Effort:

S pecial:

Description :

A dagger is a fighting knife. Its blade is


usually less than 1 foot long, and can be
curved or straight, with one edge or two.
Dagger designs vary widely, and can have
many different names (such as a thrusting
dagger being called a "dirk"). You get a +2
bonus on Sleight of Hand skill checks made
to conceal a dagger on your body.

Type:

Price:

Haramaki (Armor)

Moonrod X 2

Signal Whistle X 2

Alchemical Tools
10 gp
Weigh t: 1 lb.
S ou rce: Pathfinder Roleplaying Game:
Advanced Race Guide
Description : This 1-foot-long, silver-tipped tin
rod glows dimly when struck as a standard
action. It sheds dim light in a 30 -foot radius.
However, the light given off by a moonrod is
particularly easily to perceive for creatures
with low-light vision. For such creatures, a
moonrod increases the light level by one step
(to a maximum of normal) for a 6 0 -foot
radius. It glows for 6 hours, after which the
silver tip is burned out and worthless.

Adventuring Gear
8 sp
Weigh t: S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : With a DC 5 Perform (wind
instruments) check, you can use a whistle to
signal the same sorts of situations as signal
horns. A whistle's piercing report can be
clearly heard (Perception DC 0 ) up to a
quarter-mile away. For each quarter-mile
beyond, Perception checks to hear a whistle
take a -2 penalty. Silent whistles that only
animals and other creatures with keen
hearing can hear also exist.

Spellbook

Familiar Satchel

Merchant's Scale

Tools
15 gp
Weigh t: 3 lbs.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : A spellbook has 10 0 pages of
parchment, and each spell takes up one
page per spell level (one page each for 0 level spells). A newly purchased spellbook
contains no spells. A wizard character begins
play with a spellbook containing the spells he
knows (Core Rulebook 79).

Adventuring Gear
25 gp
Weigh t: 6 lbs.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : This armored case provides total
cover to any Tiny or smaller creature
contained within it. It includes air holes
(which can be plugged with cork stoppers if
you need to go underwater) and two
receptacles for food and water.

Tools
2 gp
Weigh t: 1 lb.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : A merchant's scale is a simple
lever on a fulcrum, from which two trays
hang. It grants a +2 circumstance bonus on
Appraise checks involving items that are
valued by weight, including anything made
of precious metals.

Caltrops, Cold Iron

Scrivener's Kit

Adventuring Gear
2 gp
Weigh t: 2 lbs.
S ou rce: Pathfinder Player Companion:
Demon Hunter's Handbook
Description : Cold iron caltrops function in all
ways as ordinary caltrops (Pathfinder RPG
Core Rulebook 155) except that they are
made of cold iron, and affect creatures with
DR/cold iron accordingly.

Kits
2 gp
Weigh t: 1 lb.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : This soft leather case contains a
vial for holding ink, an ink pen, spare pen
nibs, a small container of pigment for
making ink, a tiny knife for cutting quills
into pens, a blotter, and a small ruler.

Rice Paper (Sheet) X


2

Silk Rope

Abacus

Adventuring Gear
10 gp
Weigh t: 5 lbs.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : This 50 -foot length of silk rope
has 4 hit points and can be broken with a DC
24 Strength check.

Tools
2 gp
Weigh t: 2 lbs.
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : This device helps you perform
mathematical calculations.

Proficien cy:
Price:

Light

Type:

3 gp

Arm or Bon u s:

Price:

M axim u m Dexterity Bon u s:


Arm or Ch eck Pen alty:

0
30 /20
Weigh t: 1lb
S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : Also called a belly-warmer, a
haramaki is a simple silken sash lined with
chainmail or articulated metal plates and
tied about the stomach to protect it.
Arcan e S pell Failu re Ch an ce:
S peed:

Type:

Price:

Type:

Price:

Type:

Price:

Type:

Price:

Type:

Price:

Type:

Price:

Type:

Price:

Adventuring Gear
5 cp
Weigh t: S ou rce: Pathfinder Roleplaying Game:
Ultimate Equipment
Description : This sheet of paper is made of
rice, straw, or tree bark. It has hardness 0 , 1
hit point, and a break DC of 2.
Type:

Price:

Type:

Price:

Character Background
A Kyoni Elf, Sam anrath is intruiged by the elf gates and the m agic bound up in them . His goals are to discover the secrets of
the m agic used in the creation of the elf gates.

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