Samanrath Xerxes


Player Nam e

User Nam e



C lass(es)

Dark Archive









Alignm ent





Tabletop Giant



Low-light Vision

Special Senses


Azlanti, Celestial, Common, Draconic, Elven, Sylvan,
Tien, Varisian

Ability Scores




Saving Throws






























Elven Immunities (Racial Trait): Saving Throw (Enchantment) +2
Immune: Sleep (Elven Immunities (Racial Trait))










20 (30)


30 (Medium)

Combat Stats












You are suffering from penalities from lack of proficiency
with: Haram aki

Main Attack
The following is for a single attack; pick the dam age dice of

O ffense





one side of the weapon (your choice) and apply it if the hit
is successful


-2, 1d6/1d6 + -3

C rit: x2, Dam age: B, Effort: two-handed

Double-Weapon Fighting
This weapon m ay be used to m ake two attacks by using the
bonuses below.


-6, 1d6 + -2

C rit: x2, Dam age: B, Effort: two-handed

Dam age: B. Range: 10 ft . Effort: two-handed Ranged Attack Dagger: -2.CMB: -2 Quarterstaff: -10. S. 1d6 + -2 C rit: x2. Dam age: P. 1d4 + -2 + 0 C rit: 19-20/x2.

scent. Ray of Enfeeblement Spell Use (Level 1): Arcane Reservoir (4): Concentration: +8 Arcane Focus (Racial Trait): C oncentration +2. Perception +5. Prepared Spells (Level 1): Protection From Evil. Dex 17. fish. You m ay use a pencil to 'X' out a bubble when casting. S en ses: low-light vision. Foxes are also known to scour garbage and refuse in settled areas. Con 10 . When identifying properties of magic items Arcanist: Level 1 None Archetypes: The white bubbles by each spell signify how m any tim es you prepared this spell. trip) Feats: Weapon Finesse S kills: Acrobatics +5. rabbits. the fox leaps at it and dispatches it with a series of quick bites. Level 0 spells ('C antrips') can be cast an unlim ited num ber of tim es a day. Level 1: 16 Prepared Spells (Level 0): Spell Use (Level 0): Acid Splash. +1 size) HP: 4 (1d8) S avin g Th rows: Fort +2. +1 natural. earthworms. Int 2. Abilities: Str 8. eggs. touch 14. Level 1: 17 DC for opponents to resist spells: Level 0: 15. Reach : 5 ft. Arctic foxes gain an additional +4 racial bonus on Stealth checks in snowy surroundings. M elee: bite +4 (1d4-1) S pace: 5 ft. Ben efit: S ou rce: . in order to keep track of spell use. flat-footed 12 (+3 Dex. O n checks to cast arcane spells defensively Arcanist Specials Familiar Selection: Fox Master gains a +2 bonus on Reflex saves The Tome of Horrors Complete XP: 135 CR: 1/3 N Small animal In it: +3.Copyright Notice Author Scott Greene. Will +1 S peed: 40 ft. carrion. but can be used for other foxes such as the grey fox or arctic fox. birds. Wis 12. CM D: 11 (15 vs. Foxes are excellent hunters and have even been known to bring down prey much larger than themselves. The statistics above describe the common red fox. CM B: -2. Linguistics (1). Spellcraft (1). C raft (C alligraphy) (1). Stealth +15. Cha 6 Base Attack: +0 . Detect Magic.The fox is a very territorial creature and spends about one-third of its day hunting for food (most hunting is performed at night). amphibians and small reptiles. When prey is encountered. DC for concentration checks: Level 0: 15. mollusks. and plants. Dancing Lights. Perception +5 AC: 15. Use Magic Device (1) Acrobati cs -1 Apprai se +9 Bl uff Cl i mb -5 Craft ( Al l ) +5 Craft ( Cal l i graphy) -1 Di sgui se -1 Handl e Ani mal Di pl omacy 0 Di sabl e Devi ce Escape Arti st -1 Fl y Heal -1 Inti mi date Knowl edge ( Dungeoneeri ng) +5 Knowl edge ( Engi neeri ng) Knowl edge ( Hi story) +5 Knowl edge ( Nobi l i ty) Li ngui sti cs 0 +9 0 0 Knowl edge ( Arcana) +9 +9 Knowl edge ( Geography) +5 Knowl edge ( Local ) +5 Knowl edge ( Nature) +5 +5 Knowl edge ( Pl anes) +5 Knowl edge ( Rel i gi on) +5 0 0 +9 Percepti on +1 Perform ( Al l ) Professi on ( Al l ) -1 Ri de -1 Sense Moti ve -1 Sl ei ght of Hand -1 Spel l craft +9 Steal th -1 Survi val -1 Swi m -5 Use Magi c Devi ce +4 Elven Magic (Racial Trait): Spellcraft +2. Ref +5.Skills You have trained the following skills: Appraise (1). Prestidigitation You may cast an unlimited number of these spells a day. Knowledge (Arcana) (1). Survival +5 En viron m en t: cold and temperate forests and plains Organ ization : solitary Treasu re: none Foxes are opportunistic eaters with a diet that consists of mice and voles. Knowledge (Engineering) (1).

or 0-level spells. the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If the arcanist receives a fam iliar from another class. In addition. she m ust choose one or the other). she can choose to increase the caster level by 1 or increase the spell’s DC by 1. You attem pt checks with that skill using your Intelligence m odifier instead of your C harism a m odifier. when preparing spells. the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s C harism a m odifier. O nce an arcanist exploit has been selected. the arcanist learns to exploit gaps and exceptions in the laws of m agic. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. these spells are not expended when cast. She cannot consum e cantrips (0 level spells) in this way. but they do not consum e spell slots. These spells are cast like any other spell. Points gained in excess of the reservoir’s m axim um are lost. Each day. m aking it unavailable for the rest of the day. An arcanist exploit cannot be selected m ore than once. Som e of these exploits allow her to break down various form s of m agic. As with her other spells. her levels of arcanist stack with the levels from that class when determ ining the fam iliar's statistics and abilities (this ability does not stack with a fam iliar gained through the bloodline developm ent exploit. Type: Category: Type: Category: . it cannot be changed. just as if she had used it to cast a spell. gaining a num ber of points equal to 3 + 1/2 her arcanist level. C lass Feature Su Source: Pathfinder Roleplaying Gam e: Advanced C lass Guide Group: Group: Type: Type: Description: At 1st level. adding their essence to her arcane reservoir. The arcanist’s arcane reservoir can hold a m axim um am ount of m agical energy equal to 3 + the arcanist’s level. using her arcanist level as her wizard level to determ ine any of the statistics and abilities of the fam iliar. the arcanist’s arcane reservoir fills with raw m agical energy. Cantrips C lass Feature Untyped Source: Pathfinder Roleplaying Gam e: Advanced C lass Guide Group: Type: Description: Arcanists can prepare a num ber of cantrips. If she does. Points from the arcanist reservoir are used to fuel m any of the arcanist’s powers. Familiar Consume Spells Exploit Ex Source: Pathfinder Roleplaying Gam e: Advanced C lass Guide Description: An arcanist with this exploit can acquire a fam iliar as the arcane bond wizard class feature. the arcanist learns a new arcane exploit selected from the following list. She can expend no m ore than 1 point from her reservoir on a given spell in this way. She can also regain these points through the consum e spells class feature and som e arcanist exploits. At 1st level and every 2 levels thereafter. Magic Magic Source: Pathfinder Roleplaying Gam e: Ultim ate C am paign Description: You gain a +2 trait bonus on concentration checks. an arcanist can expend an available arcanist spell slot as a m ove action. points gained in excess of this total are lost. each day as noted on Table 1–2. Traits Clever Wordplay Focused Mind Social Social Source: Pathfinder Player C om panion: Pathfinder Society Prim er Description: C hoose one C harism a-based skill. The arcane reservoir can never hold m ore points than the m axim um am ount noted above. By bending and som etim es even breaking the rules of m agic. Any points she had from the previous day are lost. Doing this adds a num ber of points to her arcane reservoir equal to the level of the spell slot consum ed. Unless otherwise noted.Arcane Reservoir Arcanist Exploits C lass Feature Su Source: Pathfinder Roleplaying Gam e: Advanced C lass Guide C lass Feature Untyped Source: Pathfinder Roleplaying Gam e: Advanced C lass Guide Group: Group: Type: Type: Description: Description: An arcanist has an innate pool of m agical energy that she can draw upon to fuel her arcanist exploits and enhance her spells.

Racial Trait Racial Trait Race: Elf Source: Pathfinder RPG C ore Rulebook Description: Elves receive a +2 racial bonus on caster level checks m ade to overcom e spell resistance. Racial Trait Racial Trait Race: Elf Source: Pathfinder RPG C ore Rulebook Description: Elves receive a +2 racial bonus on Perception checks. It only takes you 10 m inutes per spell level to scribe a spell into your spellbook (5 m inutes for cantrips). you take a -4 penalty on attack rolls.Racial Traits Note: Not all of your Racial Traits are shown below. As with the C ypher Magic feat. and wizards are autom atically proficient with all sim ple weapons. but has been spreading through the Inner Sea region recently. C ypher Script was originally developed by the C ypherm ages of Riddleport. In addition. Arcane Focus Elven Magic Racial Trait Elf Replaces: Weapon Fam iliarity Source: Pathfinder Roleplaying Gam e: Advanced Race Guide Description: Som e elven fam ilies have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assum ption each is destined to be a powerful m agic-user. Normal: When using a weapon with which you are not proficient. with little need for m undane concerns such as skill with weapons. Type: Race: Type: Category: Type: Category: Type: Category: Feats Level 1 Feat Arcanist Bonus Feat (Level 1) Cypher Script Simple Weapon Proficiency General Through researching lengthy. Source: Pathfinder C am paign Setting: Inner Sea World Guide C om bat You are trained in the use of basic weapons. m onks. This racial trait replaces weapon fam iliarity. only the m ore pertinent are listed. elves receive a +2 racial bonus on Spellcraft skill checks m ade to identify the properties of m agic item s. you have discovered a m ore efficient m ethod of recording spells. Benefit: Any spell you scribe in your spellbook costs half as m uch as norm al and takes up only half the room it norm ally would (round all fractions up). For the sake of avoiding redundancy. Elven Immunities Keen Senses Racial Trait Racial Trait Race: Elf Source: Pathfinder RPG C ore Rulebook Description: Elves are im m une to m agic sleep effects and gain a +2 racial saving throw bonus against enchantm ent spells and effects. ancient. Benefit: You m ake attack rolls with sim ple weapons without penalty. arcane scripts. They need not select this feat. Elves with this racial trait gain a +2 racial bonus on concentration checks m ade to cast arcane spells defensively. Source: Pathfinder RPG C ore Rulebook Type: Description: Type: Description: Inventory . Special: All characters except for druids.

Creating a flame with a tindertwig is much faster than creating a flame with tinder and a flint and steel or magnifying glass. Paladin 1. however. Its blade is usually less than 1 foot long. wooden stick ignites when struck against a rough surface (a move action). Love 1. S Ran ge: close (25 ft. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.The spell does not enable you to control the charmed person as if it were an automaton. Oracle 1. Skald 1. Alchemical Tools 1 gp Weigh t: S ou rce: Pathfinder Player Companion: Alchemy Manual Description : The alchemical substance on the end of this small. Ran ge: Weigh t: 10 ft 1 lb P. Wizard 1 Dom ain s: Charm 1. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. When wearing a masterwork backpack. S./2 levels) Targets: one humanoid creature Du ration : 1 hour/level S avin g Th row: Will negates S pell Resistan ce: yes S ou rce: Pathfinder RPG Core Rulebook Description : This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). DF Ran ge: touch Targets: creature touched Du ration : 1 min. pouches. Hooks are included for attaching items such as canteens. Lighting a torch with a tindertwig is a standard action rather than a full-round action. Warpriest 1 Dom ain s: None Castin g Tim e: 1 standard action Com pon en ts: V. and can have many different names (such as a thrusting dagger being called a "dirk").Scroll of Charm Person Price: 25 GP Scroll of Abadar's Truthtelling Price: 25 GP Dagger (Ranged) Price: S ize: 2 gp Medium Dam age (S m all): 1d4 1d3 Dam age (M ediu m ): 1d6 Critical: 19-20 /x2 Dam age (Large): Charm Person Abadar's Truthtelling S ch ools: Enchantment (Charm) [MindAffecting] Level: Arcanist 1. Dagger designs vary widely./level S avin g Th row: Will negates S pell Resistan ce: yes S ou rce: Pathfinder Campaign Setting: Inner Sea Gods Description : This spell functions identically to the spell zone of truth. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. or else be good at pantomiming. Lust 1. it receives a +5 bonus on its saving throw. Price: S ize: Price: Medium Dam age (S m all): 1d4/1d4 1d6 /1d6 1d8/1d8 Critical: x2 Dam age (M ediu m ): Dam age (Large): Ran ge: Weigh t: Type: 4 lbs B simple Effort: two-handed S pecial: Double. (Retries are not allowed. allowing it to block blows and make quick strikes. and can be curved or straight. You can try to give the subject orders. + 5 ft. like an archon or inevitable. Monk S ou rce: Pathfinder RPG Core Rulebook Dam age Type: Proficien cy: Description : A quarterstaff is a simple piece of wood. or even a rolled-up blanket. Some may have one or more smaller pockets on the sides. but it perceives your words and actions in the most favorable way. The target momentarily takes on the semblance of a being of perfect order. A tindertwig burns for 1d2 rounds and sheds light as a candle. S ch ools: Enchantment (Compulsion) [MindAffecting] Level: Cleric 1. Any act by you or your apparent allies that threatens the charmed person breaks the spell. but must be dried before you can strike them. Bard 1. except as noted above. Witch 1. Slavery 1 Castin g Tim e: 1 standard action Com pon en ts: V. but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Sorcerer 1. treat your Strength score as +1 higher than normal when calculating your carrying capacity. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. S simple Dam age Type: Proficien cy: light S ou rce: Pathfinder RPG Core Rulebook Effort: S pecial: Description : A dagger is a fighting knife. Inquisitor 1. Like a common backpack. Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. but it might be convinced that something very dangerous is worth doing.) An affected creature never obeys suicidal or obviously harmful orders. You must speak the person's language to communicate your commands. it's held with one hand at the butt and the other a quarter of the way up the staff. Quarterstaff (Mainhand) Backpack (Common) Tindertwig X 3 Adventuring Gear 2 gp Weigh t: 2 lbs. about 5 feet in length. Tindertwigs are waterproof. If the creature is currently being threatened or attacked by you or your allies. it can hold about 2 cubic feet of material in its main container. Type: Price: . with one edge or two. In battle. Shaman 1. and lighting any other fire with one is at least a standard action. so that all who can see the target know it is affected by the spell.

silver-tipped tin rod glows dimly when struck as a standard action. Kits 2 gp Weigh t: 1 lb. However. you can use a whistle to signal the same sorts of situations as signal horns. Proficien cy: Price: Light Type: 3 gp Arm or Bon u s: Price: 1 M axim u m Dexterity Bon u s: Arm or Ch eck Pen alty: - 0 0 30 /20 Weigh t: 1lb S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : Also called a belly-warmer. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : This 50 -foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Silent whistles that only animals and other creatures with keen hearing can hear also exist. Rice Paper (Sheet) X 2 Silk Rope Abacus Adventuring Gear 10 gp Weigh t: 5 lbs. Arcan e S pell Failu re Ch an ce: S peed: Type: Price: Type: Price: Type: Price: Type: Price: Type: Price: Type: Price: Type: Price: Adventuring Gear 5 cp Weigh t: S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : This sheet of paper is made of rice. a blotter. It glows for 6 hours. A wizard character begins play with a spellbook containing the spells he knows (Core Rulebook 79). For such creatures. His goals are to discover the secrets of the m agic used in the creation of the elf gates. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : A spellbook has 10 0 pages of parchment. an ink pen. a tiny knife for cutting quills into pens. from which two trays hang. It sheds dim light in a 30 -foot radius. Adventuring Gear 25 gp Weigh t: 6 lbs. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : This soft leather case contains a vial for holding ink. a small container of pigment for making ink. Tools 2 gp Weigh t: 1 lb. Perception checks to hear a whistle take a -2 penalty. Cold Iron Scrivener's Kit Adventuring Gear 2 gp Weigh t: 2 lbs. Caltrops. Sam anrath is intruiged by the elf gates and the m agic bound up in them . For each quarter-mile beyond. It has hardness 0 . and each spell takes up one page per spell level (one page each for 0 level spells). . A newly purchased spellbook contains no spells. a moonrod increases the light level by one step (to a maximum of normal) for a 6 0 -foot radius. S ou rce: Pathfinder Roleplaying Game: Advanced Race Guide Description : This 1-foot-long. S ou rce: Pathfinder Player Companion: Demon Hunter's Handbook Description : Cold iron caltrops function in all ways as ordinary caltrops (Pathfinder RPG Core Rulebook 155) except that they are made of cold iron. It grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight. Type: Price: Type: Price: Character Background A Kyoni Elf. straw. a haramaki is a simple silken sash lined with chainmail or articulated metal plates and tied about the stomach to protect it. 1 hit point. the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. or tree bark. Tools 2 gp Weigh t: 2 lbs.Haramaki (Armor) Moonrod X 2 Signal Whistle X 2 Alchemical Tools 10 gp Weigh t: 1 lb. and affect creatures with DR/cold iron accordingly. Adventuring Gear 8 sp Weigh t: S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : With a DC 5 Perform (wind instruments) check. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water. and a break DC of 2. after which the silver tip is burned out and worthless. including anything made of precious metals. spare pen nibs. A whistle's piercing report can be clearly heard (Perception DC 0 ) up to a quarter-mile away. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : This device helps you perform mathematical calculations. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : This armored case provides total cover to any Tiny or smaller creature contained within it. Spellbook Familiar Satchel Merchant's Scale Tools 15 gp Weigh t: 3 lbs. and a small ruler. S ou rce: Pathfinder Roleplaying Game: Ultimate Equipment Description : A merchant's scale is a simple lever on a fulcrum.