Ezren

Alþórel's page

806 posts. Alias of Harakani.


Race

AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

About Alþórel

STATLINE
AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 4/9 Pre 3/5 WCM 5/6 AR 6/9 BoH 1/1 1st 3/6 2nd 6/6 3rd 3/4

Alþórel
CG Medium Humanoid(Elf) disguised as human
Arcanist (Brown Fur Transmuter) 6 Archmage (Trickster) 4
Init +9 (never surprised); Senses low light; Perception +5
Note: init is +3 dex, +6 tier (+2 tier from Mythic Paragon)
----- Defense -----
AC 17, touch 13, flat-footed 14 (+3 dex, +4 armor if mage armor)
hp 44 (6d6+4x3+6x1);
Fort +2, Ref +5, Will +5
+2 vs Fear, +2 vs Death. +2 vs enchantment spells and effects
Immune Sleep; Resist Fire 20;
----- Offense -----
Speed 30 ft.,
Melee ‘Black’ Cold Iron Longsword +4 (1d8+0, 19-20/x2) or ‘White’ Silvered Longsword +4 (1d8-1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
prepared Spells - current loadout (CL 6; concentration +14)
0th (8 prep, cantrip)—Prestidigitation, Dancing Lights, Daze, Detect Magic, Detect Poison, Message, Mage Hand, Mending
1st (5 prep 6/day)—Heightened Awareness (BoH), Mage Armour, Windy Escape, BLANK, Burning Hands (BoH)
2nd (3 prep, 6/day)—Elemental Speech, Bestow Insight, Fox’s Cunning
3rd (2 prep, 4/day)—Ablative Barrier (BoH), Beast Form I
----- Statistics -----
Str 10, Dex 16, Con 10, Int 24(26), Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats (A1, A3, A5) Breadth of Experience, Spell Focus (Evocation), Skill Focus (Spellcraft)
M6 Feats (10k, 20k) Expanded Spell Repertoire, Ritual Magic
Mythic Feats (M1, M3) Mythic Paragon, Dual Path (Trickster)
Exploits (A1, A5) School understanding (Foresight), Potent Magic,
Path Abilities (M1, M2, M3, M4) Mythic Magic, Elemental Bond, Subtle Magic, Control the Mindless
Traits Reincarnated, Cunning Wordplay (Bluff)
Skills
9*6=54 skills. 1 additional knowledge skill at 6h.

Acrobatics +6 (3 ranks 3 dex)
Bluff +14 (6 ranks 8 int)
Diplomacy +8 (6 ranks 2 cha)
Handle Animal +3 (1 rank 2 cha)
Intimidate +3 (1 rank 2 cha)
Knowledge: religion +19 (6 ranks 8 int 3 trained 2 feat)
Knowledge: arcana +19 (6 ranks 8 int 3 trained 2 feat)
Knowledge: history +19 (6 ranks 8 int 3 trained 2 feat)
Knowledge: planes +19 (1 rank/6 headband 8 int 3 trained 2 feat)
Knowledge: engineering +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: Nobility +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: dungeoneering +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: geography +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: local +14 (1 rank 8 int 3 trained 2 feat)
Knowledge: nature +14 (1 rank 8 int 3 trained 2 feat)
Linguistics +14 (3 ranks 8 int 3 trained)
Perception +5(3 ranks 0 wis 2 racial)
Spellcraft: +20 (6 ranks 8 int 3 trained 3 feat) +2 if identifying item

Languages Taldane, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Thassilonian, Azlanti, Necril
SQ Arcane School: Elven Immunities, Elven Magic, Elven Weapon Familiarities, Low Light Vision, Keen Senses (+2 racial perception),
----- Special Abilities -----
Mythic Power (Su) 11/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Color Magic You now have your level worth of spell points each day and recover them after 6 hours of rest as part of natural recovery.
Arcane Reservoir (Su): (max 9, +6/day) 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 preparing 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.
Prescience (Su) 5/day At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence Charisma modifier.
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 the spell’s DC, it increases by 2 instead of 1.
School Understanding (Su) The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school.
Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Recuperation (Ex?) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Spellcasting (Ex) You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Mythic Spells: (5 spells; Floating Disk, Ear-Piercing Scream, Protection from Evil, Fireball, Haste, Beast Form I)
Elemental Bond (Su): Fire You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.
Subtle magic Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don’t know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can’t be detected.
Control the Mindless (Su) You can gain control over mindless constructs and undead. Using this ability is a standard action, and requires you to make a Knowledge check against the target’s CMD. Use a Knowledge (arcana) check against a mindless construct, or a Knowledge (religion) check against a mindless undead. If your check equals or exceeds the creature’s CMD, you can give the creature an order that lasts up to 1 round. For every 5 by which you beat the DC, your control lasts 1 additional round. The creature’s creator or controller can’t regain control during this time unless it also uses this ability. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes.
Consume Spells (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.
Powerful Change (Su): At 3rd level, the brown-fur transmuter learns to harness the power of her magic to empower her transmutations. Whenever the brown-fur transmuter casts a transmutation spell using one of her arcanist spell slots, she can expend 1 point from her arcane reservoir as a free action to bolster the spell. If the spell grants a bonus to an ability score, the bonus then increases by 2. If it grants a bonus to more than one ability score, only one of the ability scores gains this bonus. The brown-fur transmuter cannot expend more than 1 point from her arcane reservoir in this way.
Expanded Spell Repertoire Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.
Ritual Magic Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher. Benefit: Two or more spell casters who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th,
and 6th level spell effects. Each person may only begin one ritual per day, though they may assist with any number of other rituals. A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting
time by 20 minutes to a minimum casting time of 10 minutes
Elven Immunities: immune to magic sleep, +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Elven Magic: +2 racial CL checks made to overcome spell resistance.
Elven Magic: +2 racial bonus on Spellcraft skill checks to identify the properties of magic items.
Weapon Familiarity: 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.
Low-Light Vision: can see twice as far as humans in conditions of dim light.
Breath of Tempering When you spend at least one color magic spell point you gain +X to your attacks rolls, AC, saves or spell DCs for one round. X is the deficit of your spell pool after spending the spell point(s).
Everlasting stone (White Magic) At the start of your next turn your regain ¼ of your lost hit points (round up). If this recovers no hit points you gain temp hit points equal to your level. These temp hit points stack with all other sources. This lasts for 1d6 rounds. If you spend a spell point this effect lasts for 6 rounds and you instead gain ½ of your lost hit points per round.
Stone spike (White Magic) You stamp the ground to summon a 5ft cube spike within close range. If a creature is on the ground at the place you summon this spike they must make a reflex save vs your spell DC or take 1d6 damage per 3 levels. The ground where you summon this spike is difficult terrain for 1d3 rounds. If you spend a spell point you expand the area by an additional 5ft per 3 levels.
Heart of stone (White Magic} You gain temporary hit points equal to your level. This lasts for a number rounds equal to your level. You may only cast this spell if you are immediately threatened by danger. If you spend a spell point you may activate this as an immediate action and double the hit points gained.
----- Spellbooks -----
1: (36 = 12 free. BoH 10. Bought 14)
Break
burning hands BoH
Charm Person
Chastise
color spray BoH,
corrosive touch BoH
Detect Secret Doors
Ear-piercing scream
Endure Elements
Enlarge Person
Reduce Person
Feather Fall
Floating Disk
Heightened Awareness BoH
hydraulic push BoH
hypnotism BoH
Mage Armour
Magic Aura
magic missile BoH
Moment of Greatness
Protection From Evil
Peace Bond
ray of enfeeblement BoH
shield BoH
shocking grasp BoH
Silent Image
Snapdragon Fireworks
True Strike
True Skill
Windy Escape
Vanish
Urban Grace
Keep Watch
Sow Thought
Lucky Number
Implant Urge
2: (14 spells = 28 pages, 21 = 4 free. BoH 4. Bought 13.)
Acid arrow BoH
Raiment of Command
Alter Self
Blur
Book Ward
Darkness BoH
Disguise Other
Elemental Speech
False Life
Flaming Sphere
Fox’s Cunning
Ghoul touch BoH
Gust of wind BoH
Make Whole
Misdirection
Resist Energy
Scorching Ray
See Invisibility
Cat’s Grace
Eagle’s Splendour
Bestow Insight
3: (9=4 free. BoH 3. Bought 2)
Ablative Barrier BoH
Arcane Sight
Beast Form I
Clairvoyance/Clairaudience
Fireball
fireball BoH
lightning bolt BoH
Twilight Knife BoH
Haste
Suggestion
Total: 61 pages
[/spoiler]

----- Initial Equipment -----
5100 Headband of Pnderous Recollection (Planes)
1800 Hat of Disguise
30 Cold Iron Longsword
105 Silvered Longsword
21 Wizard’s Kit
210 scribed 1st level spells (15) x14
780 scribed second level spells (60) x13
405 scribed third level spells (135) x3
900 Book of Harms

Had a bunch of scrolls that were too hard to keep track of.
Had a Scabbard of Vigor and a Glove of Arcane Striking


He changes his name to suit the seasons, to suit the disguise. Stays quiet. Stays low. The forces of darkness and savagery have never learned it is he they should hate, for they think him a thousand different men.


In the time known to humans as the Age Before Ages, when that race was first pretending to glimmers of civilisation the Elves had achieved their Apex. As the humans grew the Elves fell, and eventually all but a tiny minority fled from Golarion.
One of those, A Sekeer of the Brightness, who chose to remain felt that rather than be fought or fled from, humanity should be tamed and taught. “Had not even Elves once been savages?”
He stayed, and he guided. Through life after life. Through the Age of Darkness. Through the Age of Anguish. Through the Age of Destiny. Through the Age of Enthronement and into the Age of Lost Omens. Twenty seven lifetimes - long elven lifetimes - teaching, guiding and protecting. Ten thousand years amongst humanity, disguised as human. Enough that even a Seeker’s memories of his first life are faded. Enough that when his people returned he no longer felt at home among them.


There are stories of him, of course. They portray him as human. An old man - his favoured guise - who turns up and gives advice, or help. The mentor to a hundred heroes - and a thousand would be heroes. The one who whispers the right word in the right ear at the right time.


Aroden’s death killed him. His interpretation of Omens had gone beyond fortune-telling and prophecy and into foresight. Aroden’s death brought the end of that. Now only scattered glimpses of might-have-beens are all that is left. When it happened, a hundred and six years ago, he didn’t know how to cope and was killed in an ambush he should have seen coming. This new body has slowly come into its memories, and is growing into its gifts. It has never known true foresight, never learned to rely on it.


And now a clue has, perhaps, surfaced. Heroes gather. A mentor is needed.