And here's a WIP sheet for arcanist so I can work on it when I'm out and about. Feel free to comment, but bear in mind it has not even shown its final form!
Concept is control/support/utility at first. If survival happens, I'll migrate in some blasts later on as damage capability increases. With the Quick Study exploit, I can get a LOT of flexibility out of the character, as switching spells on the fly will be a definite possibility...and elves get extra reservoir points for exploits with their favored class bonus.
On the flip side...this character is fragile and will need a lot of carrying until I get more potent spells and gear. The payoff from this concept is definitely later on, which makes me wonder if I should pick a burlier character for the first couple of runs...
Blargh. This whole game's premise is messing with how I create characters. (^_^)
Elf Arcanist 2
Str 8 (-2)
Dex 16 (5)
Con 10 (2)
Int 18 (10)
Wis 10
Cha 16 (10)
BAB +1
HP: 11
AC: 13 (10 + 3 dex)
Init: +3
Fort: +0, Ref +3, Will +3
Elf Race Traits
+2 Dex, +2 Intelligence, -2 Con
Low Light Vision
Perfect: +1 Bluff, +1 Diplomacy, +2 save vs Transmutation effects (replaces Elven Immunity)
+2 Perception
+2 CL checks vs SR
+2 Spellcraft to ID items
Arcane Focus: +2 to Concentration checks (replaces Weapon Familiarity)
Favored Class: Arcanist (+lvl to Arcane Reservoir)
Arcanist Features
Cantrips
Arcane Reservoir 7/7
Consume Spells (mv action to gain 1 reservoir/lvl of spell slot expended, 1/day/chamod)
Arcanist Exploits
- Quick Study (Full round action to prepare a spell in place of a previously prepared spell) 1
Traits
- Witty Repartee +1 Bluff, Bluff is a class skill
- Trustworthy +1 Bluff to fool, +1 Diplomacy, Diplomacy is a class skill
Feats
1 Breadth of Experience (+2 all Knowledge and Profession; can make checks untrained)
Skills (12)
Bluff +10 (2 + 3 + 3 + 1 + 1) +1 to fool
Diplomacy +10 (2 + 3 + 3 + 1 + 1)
Knowledge (Arcane) +11 (2 + 4 + 3 + 2)
Knowledge (Nature) +10 (1 + 4 + 3 + 2)
Knowledge (untrained) +6
Perception +4 (2 + 2)
Linguistics +8 (1 + 4 + 3)
Spellcraft +9 (2 + 4 + 3) +2 to ID items
Spellcasting CL 2, Base DC 14)
Slots: 1 - 4/4
Prepared
0 - Acid Splash, Mage Hand, Dancing Lights, Detect Magic
1 - Shield, Color Spray
Spellbook
0 - All
1 - Protection from Evil, Shield, Magic Missile, Comprehend Languages, Color Spray, Magic Weapon,
Feather Fall, Charm Person, Burning Hands
Equipment
Money:1000gp
Weapon
Dagger
Light Crossbow
Armor
None
Gear