Training Log[06/17/17]: Created date
+Elf
+30
+Medium
+Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
+Keen Senses: Elves receive a +2 racial bonus on Perception checks.
+Forlorn: Elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat.
+Low-Light Vision: Elves can see twice as far as humans in conditions of dim light
+(magic trait) Spark of Creation: +1 trait Craft checks, and the cost of creating magic items is reduced by 5%
+(social trait) Artisan: +2 Craft Construct
+(campaign trait) Framed: +2 bonus on Spellcraft checks. see notes
+(drawback) Misbegotten: -2 to Dex skills
+Favored Class: Sorcerer
+Class: Sorcerer
+Favored Class Bonus: 7 Skill Points in Craft (weapons)
+Bloodline: Impossible
+Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting. Constructs are treated as living creatures for the purposes of determining which spells affect them.
+Familiar Tattoo: A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
+Mage’s Tattoo: A tattooed sorcerer gains Mage’s Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s Tattoo enhances.
+Bloodline Tattoos: Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.
+Bonus Feat: Skill Focus: You get a +3 bonus on all checks involving the chosen skill (Spellcraft. If you have 10 or more ranks in that skill, this bonus increases to +6.
+Bonus Feat: Mage Tattoo: Select a school of magic (enchantment) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained is Daze.
+Feat: Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select (enchantment).
+Bloodline Power: Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.
+Bloodline Spell: Lesser Confusion
+Bonus Feat: Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item 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.
+Feat: Prodigy: +2 to Craft (clocks) and Craft (sculpture)
+Bloodline Spell: Make Whole
+Feat: Craft Magic Arms and Armor: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield 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 in the first place.
+Bloodline Feat: Craft Construct: You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.
+Blooline Spell: Shrink Item
+Feat: Forge Ring: You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
[Skills]
+7 Spellcraft
+7 Craft (Construct)
[Favored Class Skills]
+7 Craft (Weapons)
[Intelligence Skill Ranks]
+7 Knowledge Local
+7 Knowledge Geography
+7 Knowledge Arcana
+7 Knowledge Engineering
+7 Use Magic Device
[Background Skill Ranks]
+7 Craft (Sculpture)
+7 Craft (Clocks)
[Headband of Mental Prowess]
+7 Perception
6/23/17
Retrain Forge Ring to Magical Aptitude: +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill
7/6/17
Adept Activation: An arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly. An arcane savant does not automatically fail a Use Magic Device check if he rolls a natural 1 on the check.
Master Scholar: An arcane savant adds half his class level (minimum 1) as a bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
[Skills]
+1 Spellcraft
+1 Craft (Construct)
[Intelligence Skill Ranks]
+1 Knowledge Local
+1 Knowledge Geography
+1 Knowledge Arcana
+1 Knowledge Engineering
+1 Use Magic Device
[Background Skill Ranks]
+1 Craft (Sculpture)
+1 Craft (Clocks)
[Headband of Mental Prowess]
+1 Perception