DELWYN UNDERHALL | LEVEL 6 |
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Male dwarf arcanist (white mage) 6
LG Medium humanoid (dwarf)
Init +1+1 Dex (+3 underground); Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
DEFENSE |
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AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
hp 41 (6d6+185d6 arcanist, +12 Con, +6 Favored Class, +0 Toughness feat)
Fort +4+2 base, +2 Con, Ref +3+2 base, +1 Dex, Will +6+5 base, +1 Wis
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); SR 115 + 1/level due to magic resistant
OFFENSE |
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Speed 20 ft.20 ft. base, -0 ft. armor
Melee
mwk quarterstaff +3BAB plus -1 Str plus +1 enhancement (1d6-1-1 Str) or
+1 dagger +3BAB plus -1 Str plus +1 enhancement (1d4-1-1 Str plus +1 enhancement/19-20)
Ranged thrown +1 dagger +5BAB plus +1 Dex plus +1 enhancement (1d4-1-1 Str plus +1 enhancement/19-20; increments 55 = thrown | 10 = projectile; range/increment 1010 ft. ft.)
Special Attacks +1 on attack rolls against elven humanoids, +1 attack and damage rolls with ranged weapons at ranges up to 30 ft., +1 weapon damage rolls for critical hits (damage multiplied on critical hit) when underground, arcane reservoir (93 plus half arcanist level plus 3 Extra Reservoir feat/day, 123 plus 1/arcanist level plus 3 Extra Reservoir feat max), arcanist exploits (flame arc [3d6+11d6 plus 1d6 per 2 arcanist levels beyond 1st (max 10d6) plus Cha modifier, DC 1410 plus half arcanist level plus Cha modifier Reflex], quick study), consume spells
Arcanist Spells Prepared (CL 6th; concentration +7+6 caster level plus +3 Int plus -2 magic resistant [+11 casting defensively or grappled])
3rd (3/day)haste
2nd (5/day)molten orb, see invisibility
1st (5/day)mage armor, magic missile, ray of enfeeblement (DC 14), shield
0 (at will)acid splash, arcane mark, detect magic, disrupt undead, light, mending, read magic
STATISTICS |
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Str 88 base, +0 race, +0 level, Dex 1212 base, +0 race, +0 level, Con 1513 base, +2 race, +0 level, Int 1615 base, +0 race, +1 level, Wis 1210 base, +2 race, +0 level, Cha 1214 base, -2 race, +0 level
Base Atk +3; CMB +2+3 BAB, +0 size, -1 Str; CMD 1410 +3 BAB, +0 size, -1 Str, +1 Dex, +1 deflection, +0 dodge (18 vs. bull rush or trip)
Traits Pragmatic Activator, Tunnel Fighter
Feats Combat Casting, Extra Reservoir, Point-Blank Shot, Simple Weapon Proficiency (all)
Skills +10 ranks, +1 Dex, -0 armor, Appraise +30 ranks, +3 Int, Bluff +10 ranks, +1 Cha, Climb -10 ranks, -1 Str, -0 armor, Diplomacy +10 ranks, +1 Cha, Disguise +10 ranks, +1 Cha, Escape Artist +10 ranks, +1 Dex, -0 armor, Fly +10 ranks, +1 Dex, -0 armor, Heal +10 ranks, +1 Wis, Intimidate +10 ranks, +1 Cha, Knowledge (arcana) +126 ranks, +3 Int, +3 class skill, Knowledge (dungeoneering) +71 ranks, +3 Int, +3 class skill, Knowledge (engineering) +71 ranks, +3 Int, +3 class skill, Knowledge (history) +93 ranks, +3 Int, +3 class skill (+11 pertaining to dwarves or their enemies), Knowledge (local) +71 ranks, +3 Int, +3 class skill, Knowledge (religion) +93 ranks, +3 Int, +3 class skill, Linguistics +93 ranks, +3 Int, +3 class skill, Perception +10 ranks, +1 Wis (+3 to notice unusual stonework), Ride +10 ranks, +1 Dex, -0 armor, Sense Motive +10 ranks, +1 Wis, Spellcraft +126 ranks, +3 Int, +3 class skill, Stealth +10 ranks, +1 Dex, -0 armor, Survival +10 ranks, +1 Wis, Swim -10 ranks, -1 Str, -0 armor, Use Magic Device +126 ranks, +3 Int (use Int instead of Cha due to Pragmatic Activator trait), +3 class skill; Racial Modifiers +2 Knowledge (history) pertaining to dwarves or their enemies, +2 Perception to notice unusual stonework
AcrobaticsLanguages Common, Draconic, Dwarven, Elven, Giant, Orc, Undercommon
SQ magic resistant, spontaneous healing, weapon familiarity
Combat Gear potion of jump, wand of cure light wounds (CL 5th; 22 charges), wand of magic missiles (CL 5th; 6 charges)
Other Gear +1 dagger, masterwork quarterstaff, key of lock jamming, ring of protection +1, belt pouch, flint and steel, glowing ink, ink, inkpen, iron pot, leather scroll case, masterwork backpack, mess kit, paper (2 sheets), soap (49 uses), spell component pouch, spellbook, trail rations (8 days), waterproof bag, waterskin, wooden holy symbol of Torag, ruby dust (worth 200 gp; for continual flame), 10 amethysts (worth 100 gp each), 4 pp, 9 gp, 9 cp
SPECIAL ABILITIES |
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Arcane Reservoir (Su) Can hold 3 + arcanist level maximum, recharges when preparing spells at rate of 3 + 1/2 arcanist level per day, and any points from previous day are lost. Can also gain points through consume spells ability. Reservoir cannot hold more than maximum, and any excess is lost. Points are used to fuel many arcanist powers. In addition, can expend 1 point as a free action when casting an arcanist spell to either increase caster level by 1 or increase the spell's DC by 1. Can expend no more than 1 point from reservoir on a given spell this way.
Arcanist Exploits Most arcanist exploits require the expenditure of points from arcane reservoir to function. Unless otherwise noted, any saving throw DC against your arcanist exploits is 10 + 1/2 your arcanist level + Cha modifier.
Flame Arc (Su) As standard action, expend 1 arcane reservoir point to create 30-ft. line of flame dealing 3d6 + Cha modifier to each target in the line (Reflex half).
Quick Study (Ex) As full-round action that provokes attack of opportunity, expend 1 arcane reservoir point to reference your spellbook and replace one prepared spell with another of equal level.
Consume Spells (Su) As move action, expend a spell slot, as if casting a spell, to add equal number of points to arcane reservoir as spell level consumed. Cannot consume cantrips (0 level spells). Points in excess of reservoir's maximum are lost.
Equipment Descriptions
leather scroll case As move action, retrieve scroll. Hold 4; if more crammed inside retrieval becomes full-round action. Case must be destroyed to damage contents (hardness 2; 2 hp; break DC 15). Not watertight.
Magic Item Descriptions
key of lock jamming Place in any standard keyhole, merges and fills lock making impossible to unlock even with magic. Strengthens materials, adding +2 to lock's hardness, +8 to hit points, and +5 to Break DC. Touching and speaking command causes key to disintegrate, leaving lock intact and functioning.
Magic Resistant Gain spell resistance 5 + character level. As standard action, lower for 1 round. Take -2 penalty on concentration checks with arcane spells (factored in stats already).
Spontaneous Healing (Su) Expend 1 point from arcane reservoir to use one of your spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on your spell list at that level and prepared.
SPELLBOOKS |
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0acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue
1stalarm, charm person, detect secret doors, expeditious retreat, feather fall, identify, mage armor, magic missile, mount, protection from evil, ray of enfeeblement, shield, thunderstomp
2ndbear's endurance, continual flame, molten orb, see invisibility, spider climb, stone discus
3rdhaste, keen edge
Height 4'2"; Weight 185 lbs.; Hair Gray; Eyes Green; Skin Caucasian; Age 66; Religion Torag; Homeland Five Kings Mountains; Favored Class Arcanist; XP Earned 16,801 of 23,000
Defeated Enemies Four-Armed Mudra Skeleton, Giant Black Widow Spider, Goblin, Goblin Rascal, Goblin Sneak (2), Guardian Phantom Armor (2), Mimic, Otyugh