Canere, Hanian ArcanistMedium HumanoidHit Dice: 1d4 + 2 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 armor), touch 12, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Light crossbow +2 (1d8, 19-20/x2, piercing, 80 ft.)
Full Attack: Light crossbow +2 (1d8, 19-20/x2, piercing, 80 ft.)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcanist Casting
Special Qualities: Saves: Fort +2, Ref +2, Will +3
Abilities: Str 10, Dex 14, Con 14, Int 16, Wis 12, Cha 12
Feats: Extra Seed (Crushing Force), Mageborn Armor
Skills: Concentration 6, Spellbond 7, Choose 3 more
Seeds: Eternal Silence (The target(s) die, unless they succeed at a save. You can affect creatures with a total amount of hit dice equal to two hit dice per spell point spent on this spell.)
Crushing Force (1d4+1 Force damage per spell point)
Spell Points: 4 = 2 + 1 (Int bonus) + 1 (Racial bonus)
Primary Spell
Casting Action: Full-Round
Range: Close
Targeting: Individual
Duration: Instantaneous
Seed: Eternal Silence (Fortitude DC 14) or Crushing Force
Mageborn Armour [Seed]
Prerequisites: 1st level only, spell point pool, Crushing Force spell seed
Benefit: While you retain 1 or more spell points, your magical talents automatically generates a tangible field of force that provides a +4 armor bonus to AC. Unlike mundane armor, Mageborn Armor entails no armor check penalty or speed reduction. Because mageborn armor is composed of force energy, incorporeal creatures can't bypass it the way the do normal armor. Your mageborn armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by mageborn Armor does not stack with the armor bonus provided by a shield or regular armor.
Repeating Magic
Effect 1: Whenever the arcanist targets a creature (or creatures) with the same spell seed twice in a row, he increases the DC by +1 for the second casting. For every additional spell cast from the same seed in a row on the same creature the DC increases by a further +1 (+1 for the first, +2 for the second, and so on). As soon as the arcanist uses a different spell seed or targets different creatures, the chain is broken and resets to zero.
Effect 2: Once per day, the arcanist may use the same seed a second time in the same round as a swift action. This still counts as a use of the seed, and may be used to trigger Effect 1.