Thias

Arken Wazyr's page

19 posts. Alias of Madcaster.


Full Name

Arken Wazyr

Race

Inactive

Age

25

Alignment

Chaotic Good

Languages

Common, Celestial, Elven, Goblin

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 18
Charisma 10

About Arken Wazyr

CG Male Aasimar (Plumekith)
Gestalt 1 - Soulknife (Psychic Armory, High Psionics) // Pathfinder Delver
Init +3; Senses: Perception +10

Defense
AC: 16 =10 +3 armor, +3 dex
Touch: 13 =10 +3 dex
Flat-footed: 13 =10 +3 armor

HP: 12 =1d10 +1*2 Con

CMD: 15 =10 +1(BAB) +3(Dex) +1(Str)

Fort: +2 =+0(class) +2(Con)
Ref: +5 =+2(class) +3(Dex)
Will: +6 =+2(class) +4(Wis)
Resistances: Acid 5, Cold 5, Electricity 5

Offense
Speed: 30 ft.

CMB +2 =+1(BAB) +1(Str)

BAB: +1
Melee: +2
Ranged:
Panoply of Blades:
+5 Light (1d6+4, 19-20/x2, 20 ft., Piercing)
+5 One-handed (1d8+4, 19-20/x2, 15 ft., Slashing)

Special Attacks:
Form Panoply of Blades - move action, form a number of mind blades (5 each)
- light mind blades (1d6, 19-20/x2, 20 ft., Piercing)
- one-handed mind blades (1d8, 19-20/x2, 15 ft., Slashing)

Swirling Panoply - as a standard action expand your psionic focus to explode your panoply in a 110 ft. range and damage everyone in 20 ft. radius for 1d6 slashing and piercing damage. Reflex DC 14 for half. Uses all of the blades in the panoply.

Point Blank Shot (with Panoply) - +1 attack and damage in 30 ft.
Precise Shot (with Panoply) - no penalty when shooting into melee
Rapid Shot - make an additional ranged attack when full-attacking, all attacks take -2 penalty.

Skillful - reroll a failed Acrobatics, Climb, Spellcraf, Stealth, or Use Magic Device check.

Spell-like abilities:
1/day - See Invisibility
Wayfinder - Hide from Undead

Statistics
Str 12
Dex 16 (14 +2 race)
Con 14
Int 13
Wis 18 (16 +2 race)
Cha 10

Traits:
Overprotective (Drawback) - In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Psionic Knack (Soulknife) - +2 ML, up to your HD.

Seeker- You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Pathfinder Society Scion (Escobar Vellian) - Escobar Vellian was a warrior-mage from Galt. He is credited with braving the waterlogged temple of Xanthuun in the Sodden Lands, battling a horde of drowned zombies to reach the fabled treasure holds of Ammelon VI, last patriarch of the ancient kingdom of Ghol-Gan. Vellian's exploits were published in Pathfinder Chronicles volume 23.
-Benefit – Swim is a Class Skill for you and you gain a +2 Legacy Bonus to that Skill.
-Vellian’s Wayfinder: Vermilion Rhomboid (Ioun Stone) - '+5 Acrobatics & Swim, Amethyst Pyramid (Ioun Stone) - Hide from Undead.

Skillful - You’ve always been interested in a wide array of things, and growing up you’ve spent time honing some of these talents, which has helped you in life. Some have attributed your successes to luck, but others have recognized what you truly have— skill. This interest in and practice of a diverse array of skills and abilities has served you well in a number of different jobs, and following in your varied interests you learned of the expedition to the ruins of Azlant. After your application, the Bountiful Venture Company selected you for the expedition because your skillful approach to matters would be helpful for a growing colony.
-Once per day when you fail an Acrobatics, Climb, Spellcraf, Stealth, or Use Magic Device check, you can immediately reroll that check as a free action. You must take the second result, even if it’s worse.

Feats:
1[character]: Rapid Shot

Skills:
9 per level =8(class) +1(Int)
+1 favored class @ lvl 1
+2 background per level
10+2 total

+14 Acrobatics* 1 +3(dex) +3(class) +2(race) +5(wayfinder)
+5 Climb* 1 +1(str) +3(class)
+4 Diplomacy 1 +0(cha) +3(class)
+8 Disable Device* 1 +3(dex) +3(class) +1(master explorer)
+2 Kn. (Arcana) 0 +1(int) +1(bardic knowledge)
+6 Kn. (Dungeoneering) 1 +1(int) +3(class) +1(bardic knowledge)
+2 Kn. (Engineering) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Geography) 0 +1(int) +1(bardic knowledge)
+2 Kn. (History) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Local) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Nature) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Nobility) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Planes) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Psionics) 0 +1(int) +1(bardic knowledge)
+2 Kn. (Religion) 0 +1(int) +1(bardic knowledge)
+10 Perception 1 +4(wis) +3(class) +1(trait) +1(master explorer)
+8 Sense Motive 1 +4(wis) +3(class)
+7 Stealth* 1 +3(dex) +3(class)
+8/+10 Survival 1 +4(wis) +3(class)/+2 not to get lost (wayfinder)
+12 Swim* 1 +1(str) +3(class) +2(legacy) +5(wayfinder)

Background:
+5 Appraise 1 +1(int) +3(class)
+5 Linguistics 1 +1(int) +3(class)

*ACP -2

Languages: Common, Celestial, Elven, Goblin

Racial features:
Ability Modifiers: +2 Dex, +2 Wis
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Plumekith have a +2 racial bonus on Acrobatics and Fly checks.
Spell-Like Ability: Plumekith can use see invisibility once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Soulknife Class Features:
Weapon Proficiencies: Simple weapons, mind blade (regardless of form).
Armor Proficiencies Light and medium armor, shields (but not tower shields).

1[soulknife]: form panoply of blades (light and one-handed), psychokinetic combat, psychokinetic throw, swirling panoply, wild talent

Pathfidner Delver Class Features:
Weapon Proficiencies: Simple Weapons and ONE Exotic Weapon of their choice. (Flask Thrower)
Armor Proficiencies: Light Armor only.

1[pathfinder delver]: Bardic knowledge, master explorer

Bardic knowledge: This ability is identical to the bard ability of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.

Master Explorer: A Pathfinder Delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a fullround action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.

Gear/Possessions
Studded leather (AC+3, MDB+5, ACP-1, ASF 15%, 20 lbs.)

Dagger (1d4, 19-20/x2, 10 ft., P or S, 1 lb.)
Flask Thrower (20 ft., 4 lbs)
Alchemist’s fire (2 flasks) (1 lb.)
Acid (2 flasks) (1 lb.)

Vellian’s Wayfinder (1 lb.):
-Can shine (as the light spell)
-Acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost.
-Vermilion Rhomboid (Ioun Stone) - +5 Acrobatics & Swim
-Amethyst Pyramid (Ioun Stone) - Hide from Undead

Thieves’ tools, mw (2 lb.)
Outfit, Traveler’s (5 lbs.)

Backpack: (37 lbs.)
bedroll, mess kit, flint and steel, grappling hook, waterskin, trail rations (5 days), iron pot, 2 candles, chalk, hammer, 4 pitons, 50 feet of silk rope, 2 sacks, 3 sunrods, 4 tindertwigs.

Belt pouch (0,5 lbs.)

Carrying Capacity: Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 36,5 lb. (73,5 lb. with backpack)

Money: 108 GP

Background
Arken Wazyr mother is a Pathfinder Chronicler, so when he was born, much of the care abouth the child was laid down on his father's shoulders. Arken's mother exchaned quantity for quality, and when she was home from her travells, she told dozens of exciting stories. That determined Arken's future - he set his mind to follow his mother's steps and join the Society. She wholeheartedly supported this decision, and adviced him during his first time.

One day, after he returned from another minor exploration, she said that he was ready and took him to her room, where she gave him a wayfinder - he knew what it was, since mother often showed him hers, but that was different. She also showed him a detailed family tree and Arken was puzzled at first, but then she explained that they are heirs to Escobar Vellian, a great Society explorer of old.

Now that he knew what legacy he carries, he became even more eager to prove himself. And the chance soon came - an expedition to islands of ancient Azlant! He jumped at the opportunity without thinking twice.

Appearance
Arken is a plumekith, and so Garuda blood gave him deep blue feathery hair which he keeps short and feather covered forearms and thighs. The other bit of his Garuda heritage are small atrophied wings - they can't fly him up, or take him off the ground even a couple of feets, but he can move them, flapping them when he's excited or spreading when he's trying to intimidate someone, pretty much as a bird would.