Follup Highdropper

Follup Hightdropper

Male Grippli0 Arcanist 5
Neutral Small Humanoid(Grippli)
Player mosillan (37103)


Init +2 (+2 dex)
Senses Perception +1, Darkvision 60'


AC 13, touch 13, flat-footed 11; (+2 dex, +0 armor, +0 shield, +1 size)
HP 34 (5d6 + 10 con + 5 fc)
Fort +4 (con +2 ,class +1, resistance +1)
Refl +4 (dex +2 ,class +1, resistance +1)
Will +6 (wis +1 ,class +4, resistance +1)
Special Defences:


Speed 30ft, climb 20ft
Ranged Wand of Magic Missile 1d4+1


Spells usually prepared (CL 5, Consentration +9)
2nd (4/day) (DC 16)- spells Glitterdust, Resist energy
1st (5/day) (DC 15)- spells Obscuring Mist, Burning Hands, Grease, Burning Hands
Cantrips (DC 15)- spells Detect Magic, Detect Poison, Read Magic, Message, Mage Hand, Prestidigitation
Spells in spellbook

  • 2nd: Glitterdust, See Invisibility, Bull's Strength, Resist energy
  • 1st: Grease, Obscuring Mist, Magic Missile, Thunderstomp, Enlarge Person, Burning Hands, Vanish
  • Cantrips: All

Str 6 Dex 14 Con 14 Int 18 Wis 12 Cha 12
Base Atk 2; CMB -1; CMD 11
Feats Spell Focus(conjuration), Augment Summoning, Greater Spell Focus(conjuration)


Skills acp: -0; total skill ranks: 5*(2+4) = 30

  • Acrobatics (4) +6
  • Appraisec (1) +8
  • Bluff +1
  • Climb +6
  • Craftc +4
  • Diplomacy +1
  • Disable device +2
  • Disguise +1
  • Escape artist +2
  • Flyc +2
  • Handle animal +1
  • Heal +1
  • Intimidate +1
  • Knowledge(arcana)c (2) +9
  • Knowledge(dungeoneering)c (1) +8
  • Knowledge(engineering)c (1) +8
  • Knowledge(geography)c (1) +8
  • Knowledge(history)c (1) +8
  • Knowledge(local)c (1) +8
  • Knowledge(nature)c (1) +8
  • Knowledge(nobility)c (1) +8
  • Knowledge(planes)c (3) +10
  • Knowledge(religion)c (3) +10
  • Linguisticsc (3) +8
  • Perception +1
  • Perform +1
  • Profession(scribe)c (1) +5
  • Ride +2
  • Sense motive +1
  • Sleight of hand +2
  • Spellcraftc (5) +12
  • Stealth +2
  • Survival +1
  • Swim -2
  • Use magic devicec (1) +5

Traits Diabolical Dabbler1 The Mother2
Languages Grippli, Common, Boggard, Draconic, Sylvan, Goblin, Polyglot, Celestial, Infernal
RSQ Glider, Jumper SQ Arcane reservoir3(max 8, refresh to 5), cantrips, consume spells, arcanist exploit: Conjurer's Focus (Sp)4, Consume Magic Items (Su)5, Potent Magic (Su)6


On person: Scholar's Outfit(3lb), Cloak of Resistance +1(1lb)
In backpack:
Mule:
Potions/Oils:
Scrolls: 2x comprehend languages
Wands: Magic Missile(750gp), Mage Armor(750gp), Infernal Healing(750gp), Identify(750gp)
Miscs: 20gp
Ioun Stones:
Encumbrance 4 lb. without backpack (15/30/45)


Wondrous Items

  • Head
  • Headband
  • Face/Eyes
  • Neck
  • Shoulders
  • Chest
  • Body
  • Armor
  • Belt
  • Wrist
  • Hand
  • Ring
  • Ring
  • Feet

Notes

  • 0Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems.
  • 1Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
  • 2Granting warmth and comfort against the forbidding cold of the wilderness, the Mother is the heart of the Caravan. Allies within 10 feet of you gain a +1 morale bonus on saving throws to resist fear effects. This trait functions only while you are conscious.
  • 3An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
  • 4An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
  • 5The arcanist can consume the power of potions, scrolls, staves, and wands, using them to fill her arcane reservoir. Using this ability is a move action that provokes an attack of opportunity. When using this exploit, the arcanist adds a number of points to her arcane reservoir equal to 1/2 the level of the spell contained in the item (o-level and 1st-level spells do not recharge the arcanist's arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and the arcanist gains no benefit. If used on a staff, it loses 1 charge and the arcanist gains a number of points to his arcane reservoir equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, the arcanist cannot consume that staff 's magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the arcanist's reservoir's maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above.
  • 6Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell's DC, it increases by 2 instead of 1.

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