Art / wiz
Arcanist
Level 8
Human
attribute score modifier
str 8 -1
Con 14 2
Dex 14 2
Int 22 6
Wis 18 4
cha 8 -1
save total ½ lev Attr. Other
Fort 16 4 2
Ref 20 4 6
Will* 20 4 4 2
Wound: 8
Vitality: 49
DR: 2 (4 when infused) (silkweave tailcoat)
Intitiative: 2 Speed 30
wpn att dmg rang Spec.
Wand +1 att only (in a hip holster)
+2 for 1 vit / +3 for 2 vit
Spend move action to gain +3 dmg
Treasure:
60 gp
SKILLS:
skill total Abil mod Other
acrobatics 2 2
Appraise 10 5 5
Arcane 21 5 3/3/5/5
Athletics -1
Bluff -1
Craft 8 5/3
Diplomacy -1
Disguise -1
Dungeoneer 7 5 2
Endurance 2
Hand anim. 3
Heal 3
History 7 5 2
Insight 3
Intimidate -1
Literacy 10 5 3/2
Mechanics 14(19) 2 3/5/2 /2+5 stm
Music -1
Nature 5
Nobility -1
Perception 13(18) 3 5/5 +5 trps
Pilot 9 2 2/5
Religion 3
Stealth 2
Streetwise -1
Survival 3
Trick 2
Technics 12 5/5/2
warcraft 5
Languages:
Common
Draconic
Celestial
Abyssal
Primordial
Elven
Dwarven
Equipment:
Explorer’s outfit 10 gp 8 lb
Backpack 2 gp 2 lb
Bedroll 1 sp 5 lb
Bell 1 gp —
Flask (empty) 3 cp 1½ lb
Smoke bomb 35 gp 1 lb
2 Antitoxin (vial) 50 gp —
Gas mask 150gp
Thieves tools 30 gp 2 lb
Rations, trail (per day) 5 sp 1 lb
Pouch, belt 1 gp ½ lb
Mirror, small steel 10 gp ½ lb
2 Chalk, 1 piece 1 cp —
Flint and steel 1 gp —
Tindertwig 1 gp —
Magic eyeglasses 2000 gp.
-nethersight
Ring of laying on hands 1000
Bow tie of invisibility 2,500
Deacons Catechism 2500
Prayer book 1000
Scrolls:
Locate object 150
Knock 150
See invisiblity 150
Deep pockets 150
Arcane lock 150
Potions
Cure ailment (2) 300
Horseless carriage: Tinker’s wagon 2,500
Complete with cot, wood burning stove
Artificers lab 250
Block and tackle 5 gp 5 lb
Chain (10 ft.) 30 gp 2 lb
Crowbar 2 gp 5 lb
2 Firewood (per day) 1 cp 20 lb
Fishing net, 25 st. ft. 4 gp 5 lb
Flask (empty) 3 cp 1½ lb
Grappling hook 1 gp 4 lb
Hammer 5 sp 2 lb
Pot, iron 5 sp 10 lb
Rope, hempen (50 ft) 1 gp 10 lb
10 Feed (per day) 5 cp 10 lb
Artisan’s tools 5 gp 5 lb
Sledge 1 gp 10 lb
3 Waterskin 1 gp 4 lb
Whetstone 2 cp 1 lb
10 Rations, trail (per day) 5 sp 1 lb
Tindertwig 1 gp —
Trunk:
5 Oil (1-pint flask) 1 sp 1 lb
Acid (flask) 10 gp 1 lb
5 dynamite 8gp ea.
60 gp
Abilities:
Core Abilities:
ARTIFICER
Artificer Training: Apply a +3 bonus on Arcana, Craft, and Mechanics checks. Also, you can read magic scrolls.
Brew PotionC: You place an ability that you or an adjacent ally knows into a potion, salve, oil, pill or similar mix that delivers a single-use effect to a creature or object. The cost and time equal 50 gp and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate ability. You or an adjacent ally pay any vitality cost when brewing the
potion. See page 196 for details and a list of common potions.
InfuseM: You spend 1 minute and 2 vitality to place any artificer basic magic ability—even one you haven’t mastered yet—into a manufactured object of up to 250 pounds such as a sword, belt, hat, vase or suit of armor. Anyone can wear or hold the item to release the ability
by concentrating as a standard action. Use your attack roll and level to resolve the effect. The user must expend vitality to power the effect, as normal. The infusion remains until used or for 1 hour maximum.
WIZARD
Arcane Training: Apply a +3 bonus on Arcana and Literacy checks. You can read magic scrolls. Also, you speak Draconic.
Magic MissileM: You project 1 bolt per 2 levels (max 5
bolts). Each bolt unerringly hits a target within 90 ft for 1d4+1 force damage.
Spellbook: You use a spellbook that provides daily flexibility. Each day, after you study your spellbook and incant for 10 minutes, you can use for 24 hours 1 extra wizard magic ability of any tier that you can access except paragon tier. This grants access to abilities you haven’t mastered. Requires Arcane Training.
RACIAL ABILITES
Adaptable: You start with 1 extra
racial ability, class basic ability or minor award at 1st level.
Heroic Mien: Once daily, you may retry a single d20 roll
before learning if the result leads to success or failure. You must use the result of the second roll even if it is worse than the first one.
Quick Learner: Select 1 skill. Apply a +5 bonus to checks involving this skill. Humans are naturally quick learners.
Student of Science: You have a modern technical education. Apply a +2 bonus on Dungeoneering, History, Literacy, Mechanics, and Pilot checks.
Skill Focus: Apply a +5 bonus to 1 skill of your choice, or +10 once per day. The skill must differ from what you selected for Quick Learner.
Electrotech
Last gasp
THEME ABILITES
Implement Mastery: When you use an ability that
requires an implement, you may forego the implement without penalty. Conversely, when you use the implement, you enjoy a +1 bonus on your attack roll.
Minor Arcana: Select 1 basic craft or magic ability from any class
Thunder wave: knock prone all med & smaller in 30' cone no save.
Goodberry: 2d4 berries
1d4 vit each or 1 wound each.
3/day per patient
Rapid Spell: Once daily, you may activate any magic ability you know as a move action. Doing so costs +1 vitality.
Student of the weave 78%
BASIC ABILITIES
Gearhead: Apply a +5 bonus on Mechanics
checks, or +10 when using steamgear.
Identify: Apply a +5 bonus on Appraise checks.
Also, after expending 1 hour of study and 1 vitality, you
determine all properties of an adjacent magic item within view. You don’t need to touch it.
Spell Ready: Boost Arcana and Perception checks by +5.
Detect MagicM: You learn whether magic is present or absent within a 15-ft cone. Each time that you scan the same area, you learn the exact location (within 5 ft) and name of 1 magic ability present. This ability cannot locate invisible creatures or detect illusions.
Trapfinding: Apply a +5 bonus on Perception checks, or
+10 to notice traps.
Wheedle magic:
Resist energy
Intermediate abilities
Counterspell
Fireball
Lightning bolts
Secret chamber
Craft magic item
Diable magic device
Fantastic machine
Improved infuse
Advanced:
Dispel magic
Last edited by navyik on Thu May 08, 2014 1:37 pm; edited 24 times in total