Small Adventures

ELOWYN GRAYCLOAK LEVEL 6

Male half-elf arcanist 1/cleric 3/rogue (burglar) 2

CG Medium humanoid (elf, human)

Init +2+2 Dex; Senses low-light vision; Perception +10 (+11 locating traps)

  DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)

hp 38 (1d6+5d8+51d6 arcanist, +3d8 cleric, +2d8 rogue, -6 Con, +5 Favored Class, +6 Toughness feat)

Fort +3+4.50 base, -1 Con, Ref +6+4.33 base, +2 Dex, Will +7+4.66 base, +3 Wis; +2 vs. enchantment

Defensive Abilities evasion; Immune sleep

  OFFENSE

Speed 40 ft.30 ft. base, -0 ft. armor, +10 ft. Exploration subdomain

Melee mwk short sword +5BAB plus +0 Str plus +1 enhancement (1d6+0 Str/19-20) or
mwk dagger +5BAB plus +0 Str plus +1 enhancement (1d4+0 Str/19-20)

Ranged +1 light crossbow +7BAB plus +2 Dex plus +1 enhancement (1d8+1+1 enhancement/19-20; increments 105 = thrown | 10 = projectile; range/increment 8080 ft. ft.) or
thrown mwk dagger +7BAB plus +2 Dex plus +1 enhancement (1d4+0 Str/19-20; increments 55 = thrown | 10 = projectile; range/increment 1010 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 ft., arcane reservoir (33 plus half arcanist level/day, 43 plus 1/arcanist level max), arcanist exploits (energy shield [11 minute/arcanist level minute]), channel positive energy 43 plus +1 Cha/day (DC 1210 plus 1/2 cleric level plus +1 Cha, 2d6), sneak attack +1d6

Domain Spell-Like Abilities (CL 3rd; concentration +8+3 caster level plus +3 Wis plus +2 Focused Mind trait)

63 plus +3 Wis/day—touch of good (+11/2 cleric level (minimum 1))

Arcanist Spells Prepared (CL 1st; concentration +5+1 caster level plus +2 Int plus +2 Focused Mind traing)

1st (3/day)—detect secret doors, magic missile

0 (at will)—arcane mark, detect poison, mage hand, read magic

Cleric Spells Prepared (CL 3rd; concentration +8+3 caster level plus +3 Wis plus +2 Focused Mind trait)

2nd—align weapon (good only)D, hold person (DC 15), lesser restoration

1st—bless, expeditious retreatD, life pact, remove sickness

0 (at will)—detect magic, guidance, light, mending

D Domain spell; Domains Exploration, Good

  STATISTICS

Str 1010 base, +0 race, +0 level, Dex 1513 base, +2 race, +0 level, Con 88 base, +0 race, +0 level, Int 1414 base, +0 race, +0 level, Wis 1615 base, +0 race, +1 level, Cha 1212 base, +0 race, +0 level

Base Atk +44.25 due to fractional multiclassing, see Pathfinder Unchained; CMB +4+4 BAB, +0 size, +0 Str; CMD 1610 +4 BAB, +0 size, +0 Str, +2 Dex, +0 deflection, +0 dodge

Traits Bruising Intellect, Focused Mind

Feats Armor Proficiency (light, medium), Exotic Weapon Proficiency (hand crossbow), Martial Weapon Proficiency (rapier, sap, shortbow, short sword, starknife), Point-Blank Shot, Precise Shot, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Skill Focus (Disable Device), Toughness

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +72 ranks, +2 Dex, +3 class skill, -0 armor (+11 when jumping), Appraise +61 ranks, +2 Int, +3 class skill, Bluff +10 ranks, +1 Cha, Climb +72 ranks, +0 Str, +3 class skill, +2 climber's kit, -0 armor, Diplomacy +10 ranks, +1 Cha, Disable Device +165 ranks, +2 Dex, +3 class skill, +3 Skill Focus feat, +1 Trapfinding, +2 mwk thieves' tools, -0 armor, Disguise +10 ranks, +1 Cha, Escape Artist +72 ranks, +2 Dex, +3 class skill, -0 armor, Fly +20 ranks, +2 Dex, -0 armor, Heal +102 ranks, +3 Wis, +3 class skill, +2 healer's kit, Intimidate +72 ranks, +2 Int (use Int instead of Cha due to Pragmatic Activator trait), +3 class skill, Knowledge (arcana) +61 ranks, +2 Int, +3 class skill, Knowledge (dungeoneering) +61 ranks, +2 Int, +3 class skill, Knowledge (planes) +61 ranks, +2 Int, +3 class skill, Knowledge (religion) +83 ranks, +2 Int, +3 class skill, Linguistics +61 ranks, +2 Int, +3 class skill, Perception +102 ranks, +3 Wis, +3 class skill, +2 racial (+11 locating traps), Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +93 ranks, +3 Wis, +3 class skill, Spellcraft +61 ranks, +2 Int, +3 class skill, Stealth +105 ranks, +2 Dex, +3 class skill, -0 armor, Survival +30 ranks, +3 Wis, Swim +00 ranks, +0 Str, -0 armor, Use Magic Device +62 ranks, +1 Cha, +3 class skill; Racial Modifiers +2 Perception

Languages Common, Draconic, Elven, Goblin, Orc

SQ aura, consume spells, door sight 63 plus +3 Wis/day, elf blood, multitalented (cleric, rogue), rogue talents (quick disable), trapfinding +11/2 rogue level (minimum 1)

Combat Gear +1 flaming bolts (3), +1 goblinoid-bane bolts (5), potion of jump, wand of cure light wounds (10 charges), wand of magic missiles (23 charges), wand of ray of enfeeblement (4 charges), acid, alchemical silver bolts (10), holy water (2), smokesticks (2), splintercloud bolts (2)

Other Gear +1 haramaki armor, +1 light crossbow with 16 bolts, masterwork daggers (2), masterwork short sword with hollowed pommel, efficient quiver, handy haversack, vial of efficacious medicine, bandolier, bedroll, belt pouch, block and tackle, candles (5), chalk (10), climber's kit, crowbar, drill, everburning torch, false-bottomed scabbard, flint and steel, gear maintenance kit, hammer, healer's kit (10 uses), iron pot, masterwork thieves' tools, mess kit, mirror, silver holy symbol with flask filled with whiskey, rusting powder (2), saw, skeleton key, soap (50 uses), trail rations (8 days), waterskin, 9 amethysts (worth 100 gp each), 3 citrines (worth 50 gp each), 6 pp, 2 gp, 1 sp

  SPECIAL ABILITIES

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.

Energy Shield (Su) As standard action, expend 1 arcane reservoir point to gain resistance 10 against energy type of your choice for 1 minute per arcanist level.

Channel Positive Energy (Ex) As standard action, not provoking attack of opportunity, 30-ft. burst centered on cleric affecting either all living or all undead (choose one) in radius curing or inflicting damage respectively.

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

acid Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 acid damage; every creature within 5 ft. of point of impact takes 1 hp acid damage from splash.

splintercloud bolt Deals normal damage when it hits a creature and bursts into cloud of razor-sharp bone shards dealing 1d3 piercing damage to target and all adjacent creatures (Reflex DC 18 negates).

Door Sight (Su) Lay your hand upon any surface no more than 6 inches plus 1 inch per cleric level thick for 1 minute and see on the other side as if by clairvoyance. You can keep looking for up to 10 minutes with each use of this power, but you must maintain touch and take no other actions.

Evasion (Ex) If you make a successful Reflex save against an attack that normally deals half damage on a successful save, instead take no damage. Must be wearing light or no armor and cannot be helpless.

Magic Item Descriptions

efficient quiver Has three extradimensional spaces. First can hold up 60 items of approximate size and shape of an arrow. Second can hold up to 18 items of approximate size and shape of a javelin. Third can hold up to 6 items of approximate size and shape as a bow, spear, or staff. Retrieving any item is same as drawing from a regular quiver or scabbard. Quiver always weighs only 2 lbs.

handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.

vial of efficacious medicine 3/day—As standard action that provokes attacks of opportunity, pour in single dose of alchemical remedy. When remedy is then imbibed or applied from vial, any alchemical bonus it grants on saves or checks to AC or CMD increases by 2 as an enhancement bonus. In addition, user is healed 1d8+5 hp damage.

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Quick Disable (Ex) Take half the normal amount of time to disable a trap using Disable Device skill (minimum 1 round).

Sneak Attack (Ex) Attack deals extra damage anytime target is denied Dex bonus to AC, or when flanking a target. Extra damage not multiplied on critical hit. Ranged attacks must be within 30 ft. Must be able to see and reach a vital spot. Cannot sneak attack a creature with concealment.

Spontaneous Casting "Lose" any prepared cleric spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.

Touch of Good (Sp) As standard action, touch grants sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.

Trapfinding Add bonus to Perception skill checks to locate traps and to Disable Device checks (already factored into Skills). Can use Disable Device to disarm magical traps.

  SPELLBOOKS

0—acid 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

1st—animate rope, detect secret doors, magic missile, shield, true strike


Height 5'11"; Weight 155 lbs.; Hair Brown (mohawk); Eyes Blue; Skin Caucasian; Age 32; Religion Desna; Homeland Taldor; Favored Class Cleric, Rogue; XP Earned 16,801 of 15,000

Defeated Enemies Ogre, Orc Goon, Skeleton (2)

History From an early age, Elowyn was into everything. He tinkered and experimented and constantly assembled various contraptions. He exceled using his quick mind and wit in all things he tried. His mother beamed with pride and knew her son would go far in life. Instead, he went to prison. The carefree young man hated work and labor and sought a better, easier way to survive. He turned his intellect to larceny and pulled off a string of burglaries in a nearby town. Although he was clever, Elowyn did not take into account the power of magical investigation to seek him out.
     Two years in prison taught Elowyn many valuable lessons. He learned to defend himself and decided he would put his talents to gathering wealth from ancient barrows and lost ruins. The half-elf also embraced religion and developed a deep appreciation for freedom. He vowed never to return to jail and put his mind to learning escape methods and ways to earn wealth without relying on stealing from the living.