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Arion Hithraen's page

202 posts. Alias of The Katalyst.

About Arion Hithraen

[ Party: Inventory | Matrix | ToC: Book 1, Book 2 | Wiki | Personal: Profile | Tracker ]

Name: Arion Hithraen
Race: Male Sky Elf
   Age: Adult (appears to be about 24 in human terms)
   Size: Medium, 6' 0"
   Type: Humanoid (elf)
Level: Gestalt 8, Mythic Tier 1
   Mythic Path: Archmage
   Classes: Wizard 8 (Transmuter)
   Gestalt: Magus 2 (Spell Dancer), Rogue 5 (Investigator), Master Spy 1
   Favored: Wizard
Social: Court Scribe of Dafar
   Faith: Follower of Cainrelée
   Home: Ilmarond
   Jobs: Intelligence Officer
Languages: Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Military Signs, Sylvan, Zuck

Str 14 ( ), Dex 20 (18), Con 16 (14), Int 20 (18), Wis 14 ( ), Cha 14 ( )

Arion's hair was perfectly straight and quite pale in color, very nearly white. He wore it in a simple but practical fashion, the length of it worn down with the sides and bangs gathered thru a small cinch just behind the crown of his head.

Although his well-formed nose was often been buried in his journal, his features held a noble quality with high cheekbones, pale eyebrows, and a handsome cleft to his chin. While not as muscle-bound as some, his shoulders did not sag beneath the weight of his tome, and his precisely tailored long coat suggested a fit, lean build even as his graceful mannerisms hinted at a man of carefully practiced agility.

Senses low-light vision; Perception +15
Init +9; Speed 30 ft.
BAB +6; CMB +8 [+2 on Disarm]; CMD 26 [+2 vs Disarm & Trip]
Concentration +13
Fort +10, Ref +12, Will +12
   +2 vs Enchantments
   +2 vs Falling & Falling Prone
   +4 vs Fear (morale, see mythic flaw)
   +1 vs Traps
   Immune: sleep effects
AC 20, ff 14, touch 18; (+2 Deflection, +5 Dex, +1 Dodge, +2 Natural)
hp 95 ( HD: 7 str + 8d8 + 24 con + 24 mythic)

Melee rapier +14/+9 (1d6+5, 18-20×2)
   light mace +14/+9 (1d6+5, 20×2)
   handaxe +14/+9 (1d6+5, 20×3)
   dagger +14/+9 (1d4+5, 19-20×2)

+16 Acrobatics (8)
  +5 Appraise
+17 Bluff (8, deceitful, spy) [+2 on Feint]
  +2 Climb
+10 Craft: Calligraphy (1+1vt)
+13 Diplomacy (8) [roll 2× for gather information & take both results]
+12 Disable Device (2, mwk tools)
+17 Disguise (8, spy) [penalties for gender, race, age, size reduced by 1]
  +5 Escape Artist
  +9 Fly (0+1vt)
   — Handle Animal
  +8 Heal (1c, kit)
  +2 Intimidate
+11 Arcana (3)
          — Dungeoneering
          — Engineering
          — Geography
       +10 History (2)
       +12 Local (2+1+1vt) (Ilmarond, Mennen Fedleth, Dafar, Port Eldarion)
          — Nature
       +11 Nobility (3)
         +9 Planes (1)
         +9 Religion (1)
+13 Linguistics (4+1vt) (giant, celestial, abyssal, infernal, zuck) [+5 vs Forgeries]
+15 Perception (8, elf)
         +2 Act
         +2 Comedy
         +9 Dance (1)
          — Keyboard
         +2 Oratory
          — Percussion
         +2 Sing
          — String
          — Wind
  +7 Profession: Scribe (2)
  +5 Ride
+14 Sense Motive (8, spy)
+18 Sleight of Hand (5, gloves)
+12 Spellcraft (4)
+16 Stealth (8)
  –1 Survival (disinherited)
  +2 Swim
+13 Use Magic Device (2, circlet)


Mythic Abilities

Base Mythic Abilities
  • Mythic Power (Su): 9/day
    Mythic Ability Score: Intelligence
  • Mythic Flaw (Ex) — Hubris You receive a +4 morale bonus on saving throws against fear. Whenever you succeed at a saving throw against a effect that would have caused you to gain the shaken, frightened, or panicked condition, you instead gain the staggered condition a duration equal to the duration of the effect that you saved against, as you spend part of each round bragging about your own abilities. If you fail a saving throw against such an effect, its duration is doubled.
  • Feat of Intelligence (Su): You can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on any one Intelligence skill check or ability check.
  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
  • Surge (Su): +1d6
    — You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

Archmage Path Features
  • Archmage Arcana — Mage Strike (Su): You can expend one use of mythic power to make one melee attack as a swift action. In addition, you can expend any one arcane spell that you have prepared or slot that you have available. You receive an insight bonus on the attack roll equal to twice the level of the spell expended, and the attack deals an additional 2d6 points of energy damage per level of the spell expended (either acid, cold, electricity, or fire). The damage from this attack bypasses any damage reduction the target might possess, but the additional energy damage is still subject to resistances and immunities.
  • Path Ability — Enduring Armor (Su): When preparing your spells you may leave a single arcane spell slot unfilled in order to grant yourself a lasting armor of force. This effect grants you an armor bonus equal to 3 + 1/2 the level of the empty spell slot (minimum 1). The armor persists as long as the spell slot remains empty. This ability is an abjuration effect with a level equal to the level of the spell slot. If it is dispelled or otherwise ended, it can be resumed as a standard action.


Elf Racial Traits:

  • 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.
  • Low-Light Vision
  • 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.


Magus (Spell Dancer) Class Features

Wizard Class Features


Equipped/Worn: 16 lbs:

Magic Item Slots:
  • Head:
    — Buffering Cap
  • Headband:
    — Headband of Vast Intelligence +2
  • Eyes:
    — Spectacles of Understanding
  • Neck:
    — Amulet of Natural Armor +2
  • Shoulders:
    — Cloak of Resistance +2
  • Body:
    — Courtier's Outfit
  • Armor:

  • Chest:

  • Waist:
    — Belt of Incredible Dexterity +2
  • Wrists:
    — Bracers of Steadiness
  • Hands:
    — Gloves of Larceny
  • Rings:
    — Mind Shielding
    — Protection +2
  • Feet:
    — Acrobat Slippers

Non-Slotted Items:

Baldric/ Carried: 1 lbs:

Baldric: (1 lbs)
  • Melee Weapons:
    — Arcane Bond: +3 Transformative Dueling Mithril Rapier of Sizing

  • Ranged Weapons:

Belt Pouch (#1): 3.5 lbs:

Belt Pouch: (0.5 lbs empty)

  • Healer's Kit (1 lbs)
  • Thieves' Tools, Mwk (2 lbs)

Pack/Droppable: lbs:

Backpack: (2 lbs empty)
Handy Haversack: (5 lbs)
Masterwork Backpack: (4 lbs empty)

  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Blanket, Winter (5 lbs)
  • Candle
  • Climber's Kit (5 lbs)
  • Crowbar (5 lbs)
  • Dice
  • Grappling Hook (4 lbs)
  • Hammer (2 lbs)
  • Hammock (3 lbs)
  • Hot Weather Outfit (4 lbs)
  • Magnifying Glass
  • Manacles, Mwk (2 lbs)
  • Mirror, Small Steel (0.5 lbs)
  • Oil, Pint (1 lbs)
  • Rope, Hemp 50-ft (10 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Scroll Case (0.5 lbs)
  • Sealing Wax (1 lbs)
  • Soap
  • Spellbook (3 lbs)
  • Torch (1 lbs)
  • Waterproof Bag

  • Waterskin (4 lbs)
  • Whetstone (1 lbs)

Bag of Holding: 15/25/35/60 lbs:

Bag of Holding (Type I): (15 lbs)
Bag of Holding (Type II): (25 lbs)
Bag of Holding (Type III): (35 lbs)
Bag of Holding (Type IV): (60 lbs)

Capacity light: 58, medium: 116, heavy: 175


Small Chest: (25 lbs empty)
Medium Chest: (50 lbs empty)
Large Chest: (100 lbs empty)
Huge Chest: (250 lbs empty)
Portable Hole: (0 lbs)

  • Simple Lock (DC 20)
  • Average Lock (DC 25)
  • Good Lock (DC 30)
  • Superior Lock (DC 40)
  • Camping:
  • Clothes:
  • Libations:
  • Light:
  • Navigation:
  • Notary:
  • Other:


Born into nobility, from a young age Arion was trained as a Magus, showing a particular aptitude for transmutation spells. Unfortunately, his curiosity and skill in languages and decyphering scripts got him in trouble and he was disinherited by his family.

For several decades, the young elf fended for himself, surviving by his wits and working as a bookie. He found it to be distasteful work, particularly since the ventures in which his employers were engaged were not entirely legal.

Near his centennial birthday, Arion came to the attention of Ilmarond's military intelligence network who complimented him on remaining beneath their notice for so long. They offered him a choice: he could languor in prison, or gain a fresh start as a spy.

It was an easy and welcome choice. Arion accepted, trained hard, and recently became elligible for his first assignment as an official intelligence officer as a member of Princess Alissariel Kirmoon's retinue.



Level History
  • 1: Transmuter 1 / Spell Dancer 1
  • 2: Transmuter 2 / Spell Dancer 2
  • 3: Transmuter 3 / Investigator 1
  • 4: Transmuter 4 / Investigator 2 (Intelligence +1)
  • 5: Transmuter 5 / Investigator 3
  • 6: Transmuter 6 / Investigator 4
  • 7: Transmuter 7 / Investigator 5
  • 8: Transmuter 8 / Master Spy 1 (Constitution +1)
  • 9:
  • 10:
  • 11:
  • 12: ( +1)
  • 13:
  • 14:
  • 15:
  • 16: ( +1)
  • 17:
  • 18:
  • 19:
  • 20: ( +1)


  •   3K: Deceitful
  •   4K: Constitution +1
  •   5K: Iron Will
  •   6K: K: Local +1
  •   7K: Heal Class Skill
  •   9K: Vocational Training
       Calligraphy, Fly, K: Local (PE), Linguistics
  • 10K: Mythic Tier 1
       Enduring Armor, Mage Strike, Vital Strike (Mythic)

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