WIP
Character NameRace: Human (PF)
Class:
Arcanist (aka Non-Strat-Ritualist) 12 // Ranger 12
Ranger ACFs: Moon-Warded Ranger (Lose Combat Style, gain Defenses), Solitary Hunting (Lose Animal Companion, gain Favored Enemy bonus to attack rolls, Trapfinder (Lose Track/Swift Tracker, gain Trapfinding), Warrior Ranger (Lose Spellcasting, gain +10 speed + 1/day abilities)
Alignment: Neutral Evil
Size: Medium
(Space 5 ft; Reach 5 ft)Speed: 40 ft
(Base Speed: 40 ft) Woodland StrideHP
(HD): 87/87
(12d8 + 24)Nature's Blessing (Su): 1/day gain +4 to Dex, Con, or Wis for 12 minutes
1 minute/lvlSpecial SensesMystic Focus has
Detect Magic and
Status at will
Mystic Focus can See and Hear 120 feet, 60 foot darkvision
Stats Ability Scores | Temp Ability Scores |
Str 10 (+0) | Temp Str 10 (+0) |
Dex 18 (+4) | Temp Dex 18 (+4) |
Con 14 (+2) | Temp Con 14 (+2) |
Int 28 (+9) | Temp Int 28 (+9) |
Wis 16 (+3) | Temp Wis 16 (+3) |
Cha 12 (+1) | Temp Cha 12 (+1) |
Initiative: 8 = 4 Dex + 4 Comp + 0 Misc
General Notes+4
1/3 lvl competence bonus to initiative checks (included)
Lore: As
Bardic Knowledge (1d20+18+Int Mod)
Can teleport unattended items up to 18 pounds from 45 feet away directly to my hand as a standard action (Dimensional Reach reserve feat)
Defenses Saving Throws |
Fortitude | 14 = 8 Base + 2 Con + 0 Resistance + 4 Comp + 0 Misc |
Reflex | 18 = 8 Base + 4 Dex + 0 Resistance + 4 Comp + 0 Misc (Evasion) |
Willpower | 15 = 8 Base + 3 Wis + 0 Resistance + 4 Comp + 0 Misc |
–3 penalty on saving throws vs insanity and confusion; +2 bonus on saving throws vs dread Armor Class | 27 = 10 Base + 6 Armor + 0 Shield + 4 Dex + 3 Wis + 0 Size + 0 Natural + 0 Deflection + 4 Comp + 0 Misc |
Touch | 21 |
Flat-Footed | 23 |
Wis to AC applies to normal, touch, and flat-footed AC, is lost with medium/heavy armor/load or when immobilized/helpless Armor: N/A |
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A |
Shield: N/A |
Type: N/A | | AC Bonus: N/A | | ACP: N/A | | Max Dex: N/A | | Spell Failure: N/A |
Special Properties: N/A |
Special Defenses/Defenses Notes+4
1/3 lvl competence bonus to armor class and saving throws (included)
+6
2 + 1/3 lvl armor bonus to armor class (included)
Starting dread stage is -2 instead of 0
DR 2/- at night, increases to 3 under the unobscured light of the moon
Immune to mind-affecting spells and abilities, with the exception of harmless mind-affecting spells and abilities (such as bless and heroism).
Attacks Melee Attack Bonus | 16 = 12 BAB + 0 Str + 0 Size + 4 Comp + 0 Misc |
Ranged Attack Bonus | 20 = 12 BAB + 4 Dex + 0 Size + 4 Comp + 0 Misc |
Grapple Modifier | 12 = 12 BAB + 0 Str + 0 Size + 0 Misc |
Weapon: Colt M1911A1 (.45 autoloader) |
Attack Bonus: +20 / +15 / +10 | | Damage (Crit): 2d6 (x2) | | Type: Ballistic | | Range: 30 feet |
Ammunition: Magazine (7/7, move action replace / full-round refill); 1 spare magazine (7/7); 36 spare cartridges |
Special Properties: Semiautomatic |
Weapon: Acidic Splatter (Reserve feat) |
Attack Bonus: +20 | | Damage (Crit): 9d6 + 9 (x2) | | Type: Acid | | Range: 45 feet |
Special Properties: Ranged touch attack |
Special Attacks/Attack Notes+4
1/3 lvl competence bonus to attack/damage rolls (included)
Attacks have a 50% chance to strike incorporeal or ethereal targets and 50% chance to bypass hardness and damage reduction
All Reserve Feats powered as if I had an appropriate 9th level spell available, and do +Int Mod extra damage while I have my Mystic Focus
Favored Enemy bonus to Attack and Weapon Damage rolls: +6 vs Humanoid (Human), +4 vs Aberration, +2 vs Magical Beast
LanguagesEnglish
Ancient Greek
French
German
Hebrew
Latin
Mandarin
Modern Greek
Spanish
Ute
Feats1) Obscure Lore: +4 to lore checks
1) Invisible Spell: Metamagic feat (Arcanist bonus)
1) Acidic Splatter: Reserve feat (Arcanist bonus)
1) Darkstalker (Human bonus)
1) Eschew Materials (Houserule bonus)
2) Extend Spell: Metamagic feat (Arcanist bonus)
3) Obtain Familiar
3) Endurance (Ranger bonus)
4) Craft Wondrous Item (Arcanist bonus)
4)
Hero's Courage (Christmas Tree bonus)
6)
Healing Disciple6) Extraordinary Artisan: reduce the base price of magic items by 25% for crafting costs (Arcanist bonus)
8) Craft Magic Arms And Armor (Arcanist bonus)
8)
Knowledge Reservoir: Mystic Focus (Christmas Tree bonus)
9) Improved Familiar
10) Dimensional Reach: Reserve feat (Arcanist bonus)
12) xxx
12) xxx (Arcanist bonus)
12)
Infinite Pocket (Christmas Tree bonus)
12) xxx (Houserule bonus)
Houseruled free feats - Combat Expertise
- Improved Shield Bash
- Personal Firearms Proficiency
- Precise Shot
- Quick Draw
- Somatic Weaponry
- Track (Bonus from 4 skill points in Survival)
- Two-Weapon Fighting
- Weapon Finesse
Class FeaturesProficiencies: All simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemies (bonus applies to attack and weapon damage rolls, and on Bluff, Listen, Sense Motive, Spot, and Survival checks):
1) +6 Humanoid (human)
2) +4 Aberration
3) +2 Magical Beast
Trapfinding
Wild Empathy
Mystic Reserve: Always count as having spells for reserve feats
Lore: As
Bardic Knowledge, check is 1d20 + Arcanist lvl + 4 feat + 2 Know(History) synergy + Int Mod
Knowledge Focus (Counts as Skill Focus, +3 bonus): Craft (Writing), Search, Disable Device, Spellcraft
Versatile Craftsman: Can use any craft skill in place of any other at -5 penalty
Woodland Stride: Can move through any sort of undergrowth at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect me.
Transfer Essence: When crafting a magic item, may drain a pre-existing magic item to apply half its value to cover the monetary cost for the new item
Evasion
Sage: May use Lore ability (in place of any normal Knowledge check at a -5 penalty.
SpellsArcanists cannot cast their spells normally, instead, they must convert them into rituals stored in a spellbook. Any known ritual can be cast without preparing it ahead of time as long as I have access to my spellbook, spells come from the Sorcerer/Wizard list plus the Healing domain.
Casting time is ten minutes / spell level (minimum 1 minute for 0-level spells), and duration x 1.5. If the spell’s casting time is normally more than one full round, add that time to the total casting time of the ritual. Verbal, Somatic, and Material components and focuses are as normal for the spell. At the conclusion of the ritual, the spell is cast normally. Metamagic feats may be applied during casting, change casting time to accommodate the adjusted level.
Can spend $125 per spell level to reduce the casting time to 1 minute / spell level (or 1 round / spell level to replace a released ritual with the same ritual).
Saving Throw DC: 10 + spell level +Int mod
Metamagic Feats
- Extend Spell (+1 spell level): Spell duration is doubled (stacks with extended duration of all rituals)
- Invisible Spell (+0 spell levels): Makes spell invisible except to detect magic, see invisibility, or true seeing spells or effects
+1 CL with Acid and Conjuration (Summoning) spells
*Can imbue 15 (1/2 lvl + Int mod) total spell levels into Mystic Focus (maximum level per spell is 4). These can be released as a full-round action (Saving Throw DC: 10 + 1/2 lvl + Int mod). Replacing a released ritual with the same ritual takes 1 minute / spell level.
Spells Known
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
SkillsMax Ranks (15); Cross-Class Max Ranks (7.5); ACP (0) Appraise (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc (+2 to appraise books) |
Balance* (Dex) | 6 = 4 Ability Mod + 0 Ranks + 2 synergy + 0 Misc |
Bluff (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Climb* (Str) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Concentration (Con) | 17 = 2 Ability Mod + 15 Ranks + 0 Misc |
Craft (Writing) (Int) | 27 = 9 Ability Mod + 15 Ranks + 3 Misc (Can replace any other craft skill with -5 to check) |
Decipher Script^ (Int) | 24 = 9 Ability Mod + 15 Ranks + 0 Misc |
Diplomacy (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Disable Device^ (Int) | 27 = 9 Ability Mod + 15 Ranks + 3 Misc (Also counts as Open Lock) |
Disguise (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Escape Artist* (Dex) | 4 = 4 Ability Mod + 0 Ranks + 0 Misc |
Forgery (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Gather Information (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Handle Animal^ (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Heal (Wis) | 3 = 3 Ability Mod + 0 Ranks + 0 Misc |
Hide* (Dex) | 19 = 4 Ability Mod + 15 Ranks + 0 Misc (Can hide vs blindsense, blindsight, scent, and tremorsense) |
Intimidate (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Jump* (Str) | 2 = 0 Ability Mod + 0 Ranks + 2 synergy + 0 Misc |
Knowledge (Arcana)^ (Int) | 24 = 9 Ability Mod + 15 Ranks + 0 Misc (+12 bonus if used as a full-round action) |
Knowledge (Arch & Eng)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Dungeon)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Geography)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (History)^ (Int) | 24 = 9 Ability Mod + 15 Ranks + 0 Misc (+12 bonus if used as a full-round action) |
Knowledge (Local)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Nature)^ (Int) | 26 = 9 Ability Mod + 15 Ranks + 2 synergy + 0 Misc (+12 bonus if used as a full-round action) |
Knowledge (Nobility)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Psionics)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (Religion)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Knowledge (The Planes)^ (Int) | 9 = 9 Ability Mod + 0 Ranks + 0 Misc |
Listen (Wis) | 18 = 3 Ability Mod + 15 Ranks + 0 Misc |
Move Silently* (Dex) | 19 = 4 Ability Mod + 15 Ranks + 0 Misc |
Perform (N/A) (Cha) | 1 = 1 Ability Mod + 0 Ranks + 0 Misc |
Profession (Yog-Sothothery Philosopher)^ (Wis) | 18 = 3 Ability Mod + 15 Ranks + 0 Misc |
Ride (Dex) | 4 = 4 Ability Mod + 0 Ranks + 0 Misc |
Search (Int) | 27 = 9 Ability Mod + 15 Ranks + 3 Misc |
Sense Motive (Wis) | 3 = 3 Ability Mod + 0 Ranks + 0 Misc (Mystic Focus has +13 modifier) |
Sleight of Hand*^ (Dex) | 4 = 4 Ability Mod + 0 Ranks + 0 Misc |
Spellcraft^ (Int) | 29 = 9 Ability Mod + 15 Ranks + 2 Synergy + 3 Misc |
Spot (Wis) | 18 = 3 Ability Mod + 15 Ranks + 0 Misc |
Survival (Wis) | 18 = 3 Ability Mod + 15 Ranks + 0 Misc (+2 when following tracks; +2 in above-ground natural environments ) |
Swim* (Str) | 0 = 0 Ability Mod + 0 Ranks + 0 Misc |
Tumble*^ (Dex) | 19 = 4 Ability Mod + 15 Ranks + 0 Misc |
Use Rope (Dex) | 4 = 4 Ability Mod + 0 Ranks + 0 Misc |
May use Lore ability in place of any normal Knowledge check at a -5 penalty (1d20+13+Int Mod, penalty already included)
Favored Enemy bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks: +6 vs Humanoid (Human), +4 vs Aberration, +2 vs Magical Beast
*Skill suffers armor check penalty (Penalty is doubled for Swim)^ Skill either cannot be used untrained or has limitations on untrained usage EquipmentInfinite Pocket - I can activate a small extradimensional holding space, with a volume of 60 cubic feet
5 per level. Accessing this space is a swift action that provokes attacks of opportunity, or a move action that does not. Objects stored inside have no weight. Living creatures inside the space have ten minutes worth of air, refreshed whenever you open the space.
Mundane GearColt M1911A1 + two magazines + cartridges
Magical GearMystic Focus (Type of Gear)
-
Intelligent Item with +my Int mod to hardness and HP = my HP
- Int: 12, Wis: 16, Cha: 10; Ego Score: 9 (Always considered helpful); Alignment: NE
- Communication: Empathy, speech, telepathy
- Languages: English, Latin
- Senses: See and Hear 120 feet, 60 foot darkvision
- Powers (CL = Arcanist lvl, DC = 10 + 1/2 Arcanist lvl + item's highest ability mod)
- Lesser: Sense Motive 10 ranks,
Detect Magic at will
- Greater:
Status at will
- Counts as a
Knowledge Reservoir with 600 pages
50/lvl - Pages used for Knowledge: 120 pages Knowledge Arcana (+12 bonus), 120 pages Knowledge: History (+12 bonus), 120 pages Knowledge: Nature (+12 bonus); 360 total
- Pages used for Spellbook: 240 (xx used)
Valuables Dedicated Wright FamiliarTiny Construct
Hit Dice: 1d10 + 0 (Treated as 12)
Hit Points: 43 / 43
Initiative: +0 (0 Dex)
Speed: 10 ft
Armor Class: 18 (+2 Size, +6 Natural Armor), touch 12, flat-footed 18
Base Attack/Grapple: +0/-7
Attack: Hammer +3 melee (1d3+1)
Full Attack: Hammer +3 melee (1d3+1)
Space/Reach: 0 ft./0 ft.
Special Qualities: Construct traits, SR:17 5+CL, Item Creation, Darkvision 60 ft., Low-Light Vision
Saves: Fort +0 (0 base + 0 Con), Ref +0 (0 base + 0 Dex), Will +0 (0 base + 0 Wis)
Abilities: Str 12 (+1), Dex 11 (+0), Con - (+0), Int 11 (+0), Wis 11 (+0), Cha 07 (-2)
Skills: Craft (Pottery) +7, Craft (Woodworking) +4
Feats: Skill Focus (Craft)
Alignment: Neutral Evil
Languages: English
Special:
Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
BackstoryStats (28 Point buy, +2 Int from race, ability score increases from Christmas Tree rules)
- Str: 09 -1 Age +2 CT, Dex: 13 -1 Age +6 CT, Con: 13 -1 Age +2 CT, Int: 17 +1 Age +2 Race +8 CT, Wis: 11 +1 Age +4 CT, Cha: 09 +1 Age +2 CT
To Do:
Feats
- Christmas Tree feats:
https://forums.giantitp.com/showthread.php?357810-Chopping-Down-the-Christmas-Tree-Low-Magic-Item-Rules - Possible crafting/metamagic/reserve feats: Forge Ring, Fiery Burst, Touch of Healing, Etch Schema
- Other feats: Arcane Mastery
Gear ($17,600 - 100 from mystic focus - 25 for gun - 1.5 for 50 bullets - 1 for extra magazine - 100 for Dedicated Wright body, Christmas Tree rules, Armor rules from rule thread)
- Choose what item the Mystic Focus is, replace Detect Magic power with something else (and maybe change out sense motive ranks)
- Item crafting ignores XP costs, Extraordinary Artisan reduces the base price by 25% to determine crafting costs
Spells (Also check these:
https://www.d20pfsrd.com/magic/3rd-party-spells/petersen-games/, track page count in Knowledge Reservoir/Mystic Focus)
- Wishlist: Artificer's Monocle
- Spell options: Appraising Touch, Detect/Read Magic, Comprehend Languages, Detect Scrying, Unseen Servant, Unseen Crafter, Fabricate, Minor Creation
Items Crafted (10% crafter's fee added to final cost)
- Crafted for SDK: Hat of Disguise for 742.5 (Costs 675 + 67.5 fee), Tunic of Steady Spellcasting for 1,031.25 (Costs 937.5 + 93.75 fee), Raptor's Mask for 1,443.75 (Costs 1,312.5 + 131.25 fee), Roaring clothes (+3 armor) for 3,712.5 (Costs 3,375 + 337.5 fee), Boots of Skating for 2,887.5 (Costs 2,625 + 262.5 fee), Gloves of Eagle Eyes for 1,546.87 (Costs 1,406.25 + 140.62 fee)
- Gold gained: 67.5 + 93.75 + 131.25 + 337.5 + 262.5 + 140.62
- Spells required: Disguise Self (1), Expeditious Retreat (1), Bear's Endurance (2), Glitterdust (2), Protection from Arrows (2), Clairaudience/Clairvoyance (3), True Seeing (6)