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Originally hailing from Aundair, Clarilyn is a traveling elven scholar whose field of expertise is the divine. A graduate of one of the many colleges of Aundair, she now travels about the continent of Khorvaire in search of the ancient and long forgotten secrets of the divine. Above all, she hopes to bring to light forgotten knowledge of the gods, so that the world may once again make good use of them. Realizing that such line of work is more easily done when conducted in a group, she quickly decided to join up with a mercenary group. It also doesn't hurt that she adapts well to the challenges of adventuring, and has picked up some tricks of the trade to supplement her spellcasting expertise.

Contrary to most other practicioners of this category of magic, Clarilyn has not directly placed her belief in one single divine entity, but rather developed relations with several positively aligned religions, cults, and sects, to retain access to a wide variety of information.



Name: Clarilyn
Played By: Tilus
Age: 90
Race: Elf (Pathfinder)
Type: Humanoid (Elf)
Gender: Female
Alignment: Neutral Good
Total Level: 3
EXP: 3000/6000


Class Progression

Level Class 1 Class 2 HD BAB Fort Ref Will Skill Pts/Level Special
01 Archivist 1 Factotum 1 d8 +.75 +2.5 +2.5 +2.5 (6 + INT mod) x4 Cunning insight, cunning knowledge, dark knowledge (tactics) 3/day,
inspiration, scribe scroll, trapfinding
02 Archivist 2 Factotum 2 d8 +.75 +.5 +.5 +.5 (6 + INT mod) Arcane dilettante (1 spell), lore mastery
03 Archivist 3 Factotum 3 d8 +.75 +.5 +.5 +.5 (6 + INT mod) Brains over brawn, cunning defense, dark knowledge 4/day

Ability Scores

Total Base Racial Level Other Modifier
STR 10 10 - - - +0
DEX 18 16 +2 - - +4
CON 8 10 -2 - - -1
INT 20 18 +2 - - +5
WIS 12 12 - - - +1
CHA 14 14 - - - +2

Combat Abilities

  • HP: 39 (8+5/8+5/8+5)

  • Initiative: +4
  • Movement: 30 feet

Total Base Stat Class Equipment Other
AC 19 10 +4 - +5 -
Touch AC 14 10 +4 - - -
Flatfooted AC 15 10 - - +5 -

  • Immunities: Magical sleep effects

Total Stat Class Other
Fortitude +2 -1 +3 -
Reflex +7 +4 +3 -
Will +4 +1 +3 -

Base AB +2
Melee AB +2
Ranged AB +6

Weapon To Hit Damage Critical
Elven Thinblade +6 1d6 19-20/x2
Melee Touch +6 - 20/x2
Ranged Touch +6 - 20/x2

Miscellaneous Class Abilities
  • Arcane Dilletante: 1 spell, max 1st level
  • Dark Knowledge: 4/day
  • Inspiration Points: 3/encounter
  • Languages: Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan


  • Skill Pts: 55 ((6+5)x4/6+5/6+5)
  • ACP: -1

Skill Total Ranks Stat Other Situational
A,C Acrobatics 17 6 4 DEX +2 (synergy), +5 (BoB) -
C Appraise 5 - 5 INT - -
A,C Athletics 13 6 0 STR +2 (synergy), +5 (BoB) -
C Bluff 2 - 2 CHA - -
C Concentration 5 6 -1 CON - -
C Craft (Any) 5 - 5 INT - -
C Diplomacy 10 6 2 CHA +2 (synergy) -
T,C Disable Device 11 6 5 INT - -
C Disguise 2 - 2 CHA - -
C Gather Information 10 6 2 CHA +2 (synergy) -
T,C Handle Animal 2 - 2 CHA - -
C Heal 7 6 1 WIS - -
C Intimidate 2 - 2 CHA - -
T,C Linguistics 7 - 5 INT +2 (lore mastery) -
T,C Lore 13 6 5 INT +2 (lore mastery) -
T,C Martial Lore 5 - 5 INT - -
C Notice 9 6 1 WIS +2 (synergy) -
C Perform 2 - 2 CHA - -
A,C Ride 9 - 4 DEX +5 (BoB) -
C Sense Motive 1 - 1 WIS - -
T,A,C Sleight of Hand 9 - 4 DEX +5 (BoB) -
T,C Spellcraft 13 6 5 INT +2 (synergy) +2 (deciphering scrolls)
A,C Stealth 9 - 4 DEX +5 (BoB) -
C Survival 3 - 1 WIS +2 (synergy) +2 (when tracking)
T,C Use Magic Device 7 6 2 CHA - +2 (using scrolls)


  • Faerie Mysteries Initiate [Dragon Magazine #319] (Level 1 Feat)
    • You and a partner with the Faerie Mysteries Initiate feat practice a 15-minute regimen of cultural rituals that grant you special bonuses on skill checks or combat rolls. You choose which bonus you'd prefer before conducting the exercise, modifying your regimen slightly to achieve the desired effect. Both practicioners must agree upon the rite to be performed and receive the same bonus. Granted effects last until the next time you perform the Faerie Mysteries.
    • Passions: You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated, allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.
  • Scribe Scroll [Pathfinder] (Archivist 1 Bonus Feat)
    • You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
  • Weapon Finesse [PHB] (Level 2 Feat)
    • With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Elf (Pathfinder)

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


  • Alignment: Any.
  • Hit Die: d6.
  • Skill Points at 1st Level: (4 + INT modifier) x4
  • Skill Points at Higher Levels: (4 + INT modifier)
  • Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (all skills, taken individually), Profession, Search, and Spellcraft.


  • Alignment: Any.
  • Hit Die: d8.
  • Skill Points at 1st Level: (6 + INT modifier) x4
  • Skill Points at Higher Levels: (6 + INT modifier)
  • Class Skills: All. Factotums have a huge repository of knowledge, allowing them to treat any skill as a class skill.

Archivist Features

Weapon and Armor Proficiency

Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.


An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist’s spell is 10 + the spell level + the archivist’s Int modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. He must choose and prepare his spells ahead of time by getting a good night’s sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.


Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player’s choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required. The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.

Dark Knowledge

Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

Scribe Scroll

Archivists gain Scribe Scroll as a bonus feat.

Lore Mastery

Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Factotum Features

Weapon and Armor Proficiency

A factotum is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spelllike abilities, a factotum can wear armor without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes.


The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.

Cunning Insight (Ex)

Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex)

When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex)

You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Arcane Dilettante (Sp)

At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.

Brains over Brawn (Ex)

At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.


Divine Magic (Archivist)

  • Caster Level: 3

L0 L1 L2 L3 L4 L5 L6 L7 L8 L9
Spells Per Day 4 3 2 - - - - - - -
Bonus Spells - 1 - - - - - - - -

Spells Known

Level 0

Level 1 (3 L1 freebies, 2 L2 freebies, 5 freebies from high INT)

Level 2 (2 L3 freebies)


Worn Items

  • Weapon: Elven Longsword (100 gp)
  • Armor: Masterwork Chain Shirt (250 gp)
  • Shield: Buckler (15 gp)

Held Items

  • Holy symbol (-1 gp)
  • Prayerbook (15/100 pages filled) (Free)
  • Spell Component Pouch
  • 39 gp


Transaction Debit Credit Balance
Starting Cash 100.00 100.00
Studded Leather 25.00 75.00
Buckler 15.00 60.00
Longsword 15.00 45.00
Holy Symbol 1.00 44.00
Spell Component Pouch 5.00 39.00
Session 1 Rewards 800.00 839.00
Elven Thinblade 100.00 739.00
Masterwork Chain Shirt 250.00 489.00
Selling Studded Leather/Longsword 20.00 509.00
Scribing Magic Weapon, Lesser Vigor, True Strike,
Repair Light Damage, Snake's Swiftness
500.00 9.00