Prajit Waseem

Prajit_waseem
"Anything can be done with the proper preparation."
User: Bobby
Race: Human (Vudrani)
Gender: Male
Role: Other
Class/Level: Arcanist/11
Background:
Prajit is the son of a well-traveled Vudrani explorer and merchant Mohana Waseem. Mophanna never settled down, instead taking his only wife, Kavita Manjusha, on his journeys with him. Thus Prajit was born in the city of Absalom and spent most of his formative years travelling from place to place, Rahadoum, Cheliax, Taldor, Jalamay, Nex, Varisia, wherever the winds of trade drove his father.
In Prajit's 12th year, Mohana, Kavita, and Prajit headed north, following the great Sellen River. Along the way they traded with any they came upon. Eventually the three made it to the River Kingdoms, but none of them were prepared for the chaos and the lawlessness of the Sellen River basin. Mohana quickly conducted his business, trading his goods for other goods. During this time, Prajit's magical abilities came to the fore for the first time when he was being yelled at by an angry customer and suddenly cast a light spell, using that distraction to escape.
A mage, Petara Axel, saw the manifestation of Prajit's powers and approached Mohana and Kavita about taking Prajit under her wing by making Prajit as an apprentice, and helping Prajit gain control of his sorcerous powers. After some discussion, and Prajit's agreement, the family agreed and when Mohana and Kavita headed south, back to the Inner Sea, Petara and Prajit headed west, journeying to Numeria where Petara was a member of the Technic League.
When they arrived at Petara's tower, Prajit discovered that he was not only Petara's apprentice, but in effect, her slave. Prajit suffered the poking and prodding as Petara attempted to understand the sorcerous magic that flowed through Prajit's veins. After no discoveries or insights were forthcoming, Petara gave up and left Prajit alone.
At least until Petara gains a flask of sky fluids. The fluids, despite being dangerous and poisonous, were something Petara was waiting for. However, because of the danger, Patara decided to experiment with them on Prajit first. Petara injected a vial of the noxious glowing red liquid into Prajit and stood back to see what would happen. At first, Prajit was unaffected, then his eyes started to glow the same red as the liquid. Then cramps came over him and as he screamed his skin attempted to crawl off his body, tearing at his muscle and his flesh. Thankfully Prajit fell unconscious and knew no more.
When Prajit awoke, he seemed unharmed, except his muscles and atrophied and he no longer was as strong as his was. He seemed smarter rather than charismatic as well, opposite of what he was when he became the slave of Petara. Lastly, and worse then everything else, he no longer has access to his sorcerous abilities. the few spells that Prajit had called forth from his being were gone and he could cast no magic.
Disgusted, Petara kicked Prajit out into the streets of Starfall and the young man was forced to do whatever he could to survive. he shovels horse dung for the street union, stole from the unwary vendors when he could, found loose floorboards so he could sleep under houses when the weather was wet and cold. It was a hard life and slowly but surely it was killing the Vudrani man.
When Prajit was in his sixteenth year, he stumbled in the muddy streets of Starfall and was nearly ran over by a coach. The coach was giving a ride home to Khonnir Bain, taking him home to Torch. Distressed at the scrawny young man's health, but impressed by his quick mind, Khonnir Bain took Prajit in and brought him home to Torch. Prajit found work working in the Foundry, Khonnir Bain's tavern, and his companionship with the older man served him well. Once Prajit recovered, Khonnir Bain began to test him and see what the young man was about. It turns out that Prajit could memorize spell now, much like a wizard, and even more amazingly, can cast those spells memorized as a sorcerer. Further study and practice brought out Prajit's ability with conjuration. Now he can call allies from the Outer Planes, though this ability is draining to the young man. Khonnir Bain has been encouraging Prajit to take to the road, discover the lands of the Inner Sea, and expand his horizons, perhaps even find his family once again. As of yet, Prajit is not sure of this radical step, but he is letting Khonnir Bain talk him into it.
Details:
Prajit Waseem
Male human (Vudrani) arcanist 11 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 107 (11d6+56)
Fort 20 (+5 alchemical bonus vs. disease), Ref 18, Will 17
Resist acid 5, cold 5, fire 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4-1/19-20) or
Melee dagger +4 (1d4-1/19-20) or
Melee polymer mesh net +0 (entangle) or
Melee staff of the Dark Tapestry +5 (1d8) or
Melee (S) warhammer -2 (1d6-1/×3)
Ranged +1 inferno pistol +8 (1d6+1 fire) or
Ranged laser rifle +8 (2d6+1 fire) or
Ranged mwk pistol +8 (1d8/×4)
Special Attacks arcane reservoir (6/14), arcanist exploits (arcane weapon[ACG], bloodline development [elemental][ACG], dancing electricity[ACG], dimensional slide[ACG], energy shield[ACG], lightning lance[ACG], potent magic[ACG], quick study[ACG]), consume spells
Bloodline Spell-Like Abilities (CL 11th; concentration +16)
. . 4/day—elemental ray (1d6 electricity)
Arcanist Spells Prepared (CL 11th; concentration +16)
. . 5th (4/day)—baleful polymorph (DC 20), lightning arc[UM] (DC 20), wall of force
. . 4th (5/day)—greater false life[UM], fire shield, greater invisibility
. . 3rd (5/day)—dispel magic, fly, haste, lightning bolt (DC 18)
. . 2nd (5/day)—alter self, invisibility, protection from technology, radiation ward, see invisibility
. . 1st (6/day)—comprehend languages, mage armor, magic missile, shield, technomancy
. . 0 (at will)—dancing lights, detect magic, light, mage hand, message, open/close (DC 15), prestidigitation, ray of frost, read magic
. . Bloodline Elemental (air)
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Statistics
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Str 8, Dex 14, Con 18, Int 21, Wis 10, Cha 12
Base Atk +5; CMB +4 (+5 bull rush); CMD 16
Feats Craft Technological Arms And Armor, Exotic Weapon Proficiency (firearms)[UC], Expanded Preparation[ACG], Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Point-Blank Shot, Precise Shot, Technologist
Traits local ties, pragmatic activator
Skills Acrobatics -1 (-5 to jump), Appraise +10, Craft (mechanical) +20, Disable Device +3, Fly +6, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (engineering) +21, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +19, Perception +8, Spellcraft +19, Use Magic Device +12
Languages Abyssal, Aklo, Androffan, Auran, Celestial, Common, Draconic, Elven, Giant, Hallit, Infernal, Kelish, Orc, Terran, Undercommon, Varisian, Vudrani
Combat Gear elixir of climbing, elixir of hiding, lesser ectoplasmic metamagic rod[APG], lesser extend metamagic rod, potion of cure moderate wounds, ring of the ram, staff of the Dark Tapestry, wand of displacement (10 charges), wand of endure elements (50 charges), wand of fox's cunning, wand of grease (9 charges), wand of lightning bolt (10 charges), wand of ray of enfeeblement (34 charges), wand of ray of exhaustion (18 charges), wand of scorching ray (16 charges), wand of wind wall (32 charges), alchemical glue[UE], alchemical glue accelerant[UE], alkali flask[APG], antiplague[APG] (2), antitoxin, oil, timeworn nanite hypogun, brown; Other Gear +1 blue scatterlight suit, +1 inferno pistol, cold iron dagger, dagger, laser rifle, mwk pistol[UC] with 19 paper cartridge and 1 antitoxin and 1 laser sight, polymer mesh net (2), warhammer, amulet of the blooded (celestial)[ACG], cloak of resistance +2, eastern star ioun stone, handy haversack, minor ring of fire resistance, thoracic nanite chamber mark ii, vanishing sheath[ACG], arcanist starting spellbook, bandolier[UE], bedroll, belt pouch, crowbar (worth 52 gp), flashlight, flask (2), flint and steel, goo tube (5), ink, inkpen, ion tape (3), laser sight, masterwork mechanic tools, masterwork thieves' tools, scroll box[UE], signal whistle, silk rope (50 ft.), spell component pouch, spellbook, spellbook, spellbook, spellbook, spellbook, sunrod (3), tindertwig (5), vial (2), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, zipstick, numerian silver disks (worth 10 gp, 0.04 lb) (2), 122 gp, 1 sp, 9 cp
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Special Abilities
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Arcane Reservoir +2 DC or CL (14/day) (Su) An 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 the arcanist prepares 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 arcane 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.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10+1/2 the arcanist's level + the arcanist's Charisma modifier.
Arcane Weapon (Su): As a standard action, the arcanist can expend 1 point from her arcane reservoir to enhance her weapon. The weapon is treated as magic for the purpose of overcoming damage reduction. At 5th level, the weapon gains a +1 enhancement bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. An arcanist can also use this exploit to add one of the following weapon special abilities: dancing [+4], defending [+1], distance [+1], flaming [+1], flaming burst [+2], frost [+1], icy burst [+2], keen [+1], shock [+1], shocking burst [+2], speed [+3], spell storing [+1], or throwing [+1]. Adding any of these special abilities consumes an amount of enhancement bonus equal to the ability's base price modifier. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits apply only to a weapon wielded by the arcanist; if another creature attempts to wield the weapon, it loses these benefits, though they resume if the arcanist regains possession of the weapon. The arcanist cannot have more than one use of this ability active at a time. This effect lasts for a number of minutes equal to the arcanist's Charisma modifier (minimum 1).
Bloodline Development (Elemental (air)): The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline's 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1).
She does not gain any other abilities when using this exploit in this way, such as bloodline arcana or bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can use that item only to cast spells that a sorcerer of that level could cast (limiting her to 1st-level spells unless she spends a point from her arcane reservoir).
If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
Dimensional Slide (110 feet) (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Lightning Lance (6d6+1 electricity damage, DC 16) (Su): The arcanist can unleash a lance of lightning by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of electricity damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20% miss chance) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision.
Potent Magic (Su): Whenever 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 a spell's DC, it increases by 2 instead of 1.
Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Energy Shield (Resist 20, 11 minutes) (Su) The arcanist can protect herself from energy damage as a standard action by expending 1 point from her arcane reservoir. She must pick one energy type and gains resistance 10 against that energy type for 1 minute per arcanist level. This protection increases by 5 for every 5 levels the arcanist possesses (up to a maximum of resistance 30 at 20th level).
Dancing Electricity (DC 16) (Su): Whenever the arcanist uses the lightning lance exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. The arcanist must have the lightning lance exploit to select this exploit.
Consume Spells (1/day) (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Craft Technological Arms and Armor You can create technological weapons or armor. Creating a technological weapon or suit of armor takes 1 day for every 1,000 gp in the item's price. To create the object, you must use up raw materials costing half of this total price. See Crafting High-Tech Items for more information.
You can also repair a broken technological weapon or suit of armor if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.
Elemental Ray (1d6 electricity, 4/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of electricity + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Expanded Preparation (+1 5th-level spell) You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is in addition to the number of spells you can normally prepare from your spellbook. You can instead add two spells prepared, but both of these slots must be at least 1 level lower than the highest-level spell you can currently cast as an arcanist when selecting this feat. You must choose which benefit you gain when you take this feat, and the extra spells prepared do not change level when you gain access to higher-level spells.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scatterlight suit, blue (24 charges) Capacity 24
Usage 1 charge/hour
A scatterlight suit is a tight, form-fitting suit of highly reflective polymers and synthetic metal fibers. It's designed to reflect beam weapon attacks, and provides only minimal protection against physical damage. Activating a scatterlight suit is a standard action; once activated, the suit diffuses and blurs light reflected from its surface, making the wearer appear hazy and indistinct.
While active, a blue scatterlight suit increases the wearer's touch AC by +7—this bonus is an armor bonus, but does not increase the wearer's normal or flat-footed AC beyond the scatterlight suit's baseline armor bonus of +1. This bonus to touch AC only applies to attacks made by beam weapons and rays—it does not provide additional protection to other touch attacks.
Technologist You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
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Staff of the Dark Tapestry
Source Pathfinder #88: Valley of the Brain Collectors pg. 63
Aura moderate conjuration CL 9th
Slot none; Price 43,500 gp; Weight 5 lbs.
Description
This staff, constructed of dark purple crystal, allows the use of the following spells:
confusion (DC 19; 2 charges; 4th level spell)
darkness (1 charge; 2nd level spell)
fear (DC 19; 2 charges; 4th level spell)
irradiateTG (DC 18; 1 charge; 3rd level spell)
planetary adaptationDW (2 charges; 5th level spell)
The staff may be used as a weapon, functioning as a +1 impact quarterstaffUE even when its charges are expended.
Construction
Requirements Craft Magic Arms and Armor, Craft Staff, bull's strength, confusion, darkness, fear, irradiate, planetary adaptation; Cost 21,900 gp

Using a staff
Staves use the wielder's ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it's higher than the caster level of the staff.

This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder's ability score to set the save DC for the spell, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming a target's spell resistance.

Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.
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"Air Corvette" Hovercraft: top speed 120mph. Safe cruising speed through Numeria 65 to 70 mph. Glides about 10' off the ground. Can fly over water as easily as land. Can safely fly over 25' of gap at cruising speed, 50' at top speed. Has an outlet to attach a power cable, that charges an item at rate of one charge every five minutes. Small shielded fusion reactor for power source. Dangerous to remove shielding while in flight. Sits six comfortably. Corinthian leather seats. Convertible top. Heating and AC as Endure Elements when top up. Doors provide cover. The craft is not indestructible though, so don't expect it to be a tank. Very obviously not for combat.

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0-level spells: Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Drench, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Scrivener's Chant, Spark, Touch of Fatigue.

1st level spells: Adjuring Step, Alchemical Tinkering, Animate Rope, Body Capacitance, Burning Hands, Cause Fear, Charm Person, Clarion Call, Color Spray, Comprehend Languages, Corrosive Touch, Crafter's Fortune, Detect Radiation, Disguise Weapon, Expeditious Excavation, Expeditious Retreat, Fabricate Bullets, Feather Fall, Floating Disk, Grease, Identify, Infernal Healing, Interrogation, Lock Gaze, Mage Armor, Magic Aura, Magic Missile, Mirror Polish, Mudball, Murderous Crow, Obscuring Mist, Polypurpose Panacea, Protection from Good, Protection from Law, Ray of Enfeeblement, Shield, Silent Image, Snowball, Summon Monster I, Technomancy, Touch of Gracelessness, Touch of the Sea, Unseen Servant, Wave Shield, Web Bolt.

2nd level spells: Aggressive Thundercloud, Alter Self, Arcane Lock, Bear's Endurance, Bestow Weapon Proficiency, Blindness/Deafness, Blood Transcription, Buoyancy, Continual Flame, Create Pit, Darkvision, Delay Pain, Detect Thoughts, Endure Elements, Communal, Flurry of Snowballs, Fog Cloud, Force Sword, Ghostly Disguise, Glitterdust, Gust of Wind, Invisibility, Knock, Mirror Hideaway, Mirror Image, Protection From Technology, Radiation Ward, Recharge, Resist Energy, Scorching Ray, Shatter, Spider Climb, Stone Discus, Summon Monster II, Symbol of Mirroring, Twilight Haze, Unnatural Lust, Warding Weapon, Web, Whip of Spiders.

3rd level spells: Ash Storm, Blink, Discharge, Dispel Magic, Displacement, Fireball, Firestream, Flame Arrow, Fly, Force Punch, Gaseous Form, Haste, Heroism, Hold Person, Hostile Levitation, Insect Scouts, Irradiate, Keen Edge, Lightning Bolt, Protection from Energy, Rain of Frogs, Recharge, Sleet Storm, Stinking Cloud, Vampiric Touch, Versatile Weapon, Water Breathing.

4th level spells: Beast Shape II, Detect Scrying, Dimension Door, Greater False Life, Fire Shield, Greater Invisibility, Magic Circle Against Technology, Greater Make Whole, Phantasmal Killer, Phantom Chariot, Rebuke Technology, Remove Curse, Shout, Solid Fog, Wall of Brine.

5th level spells: Baleful Polymorph, Cloudkill, Fabricate, Feeblemind, Interposing Hand, Lightning Arc, Mage's Faithful Hound, Passwall, Permanency, Prying Eyes, Roaming Pit, Sending, Teleport, Wall of Force.


Quests:
    • Trouble in the Warren (Completed) Plus Spacer
    • Relaying Information (Completed) Plus Spacer
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