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Spectrum's page

1,211 posts. Alias of Doomed Hero.

Full Name

Llevyn "Spectrum" Dawntree


HP 52/52, Temp HP: 0, AC 22, CMD 18, Fort +7, Ref +10, Will +6, Init +4, Per +8


Admixture 7/8, Bombs 7/11, Cognatogen 0/1, false life 0/1


Current Effects:
Haste, Cognatogen, Barkskin, False Life, Mage Armor, Targeted Bomb Admixture, Raging Song (dex), Coordinated Defenses





Special Abilities

Low-light Vision, Immune to Magical sleep




Varisian, Elven, Draconic, Dwarven, Goblin, Celestial, Infernal, Thasselonian


Arcane Researcher

Strength 8
Dexterity 18
Constitution 12
Intelligence 25
Wisdom 10
Charisma 14

About Spectrum

Spectrum wears white and is always immaculate. Magic helps with that.
His clothing is loose-fitting cotton with a hooded long leather coat, also bleached white. Around his neck is a prismatic amulet that catches the sun and casts rainbows around him. Two elven blades sit on his left hip in the style of the warriors of the east. At his left, a metal-bound book hangs from a chain like a scabbarded weapon.

His hair is long and white and never seems to tangle. His skin is tanned nearly golden. He obviously spends a lot of time in the sun. His eyes are pale blue with flecks of gold. He rarely smiles and moves like a dancer. He is beautiful in a way that is almost otherworldly and a bit off-putting. His distant and studious demeanor doesn't help ingratiate many people to him, so his attractiveness actually tends to drive people away rather than attract them.

Near him always are two small dragons with scales like mother-of-pearl, mostly white but reflective of every color you can imagine.

Llevyn was always an odd elf. Studious to the point of concern, brilliant and focused. His parents were elven nobles quite concerned with their son's lack of social grace or concern for politics and worldly affairs. Frankly, he embarrassed them, so when he asked to be sent to the Arcanamirum Academy, far away from his home, they quickly agreed. They could be proud of him from a distance, brag about his studies without having to try to deal with him on a daily basis.

He was the youngest elf ever accepted and moved through his studies at a pace unheard of. Many called him a prodigy, but he was not. He was simply driven. Layer by layer he peeled back the secrets of the arcane until his theoretical knowledge far outstripped his actual prowess. He became convinced that properties of magic could be divided into shades. He sighted colored magical auras, breeds of chromatic dragons, and the effects of the various "prismatic" spells as evidence. He theorized that if an aura could somehow be solidified it would be the purest form of magic possible. He began constantly referring to magic as a "spectrum", and somehow the name stuck.

He had graduated and was becoming quite bored as the research assistant of one of his former professors, just on the verge of adulthood, when he came across his next obsession. He had always tried to delve into the root of what magic was and had been unsatisfied with all the answers he'd been given. One day in an old dusty tome he found a record of powerful beings dubbed the Runelords and accounts of a form of magic that was considered lost to the world. This was something worth studying. His research took him to the town of Sandpoint where he would spent the next twenty years diligently researching everything he could on the ancient tyrants.

Upon arriving he found a bazzar where a merchant claimed to be selling dragon's eggs. Thinking that if he could somehow study draconic development he may be able to add evidence to his theory, Spectrum spent the entirety of the money his family had given him on the two eggs.

One of the local noble families, the Kaijitsus, had an ancient honor-debt to the elf's family and were happy to take him in and give him aid despite the fact that the Elf's thoughts and goals made little sense to them. They found that simply leaving the elf to his own devices was quite profitable, however, because every artifact he uncovered or script he translated that did not have to do with his obsession he simply gave to them.

They were not thrilled when the two strange eggs he brought hatched into a pair of tiny rambunctious psudodragons that could not care less about human property or ideas of morality and who would only listen to a certain distracted, aloof elf who they'd imprinted on before they had hatched, but their young daughter Amieko begged and pleaded to let the flying lizards stay and they relented.

From that point on the child took it upon herself to become the eccentric elf's assistant. Over time the two developed an unlikely friendship that still progresses to this day.

Over the years the collection grew drawing other historians and archeologists and beginning to make sandpoint something of a hub for ancient curiosities. Seeing the trend the Kaijitsu family opened an Inn right next door to the museum and gave it to Amieko to run.

Today you can find the elf called Spectrum and his pair of small dragons in the room he keeps in Ameiko's inn pouring over some manuscript or dusting off some strange artifact, but he is always ready to accompany anyone that asks into any ruin or crypt in hopes of finding one more piece of his puzzle.

Male Elf Gestalt Admixture Evoker Wizard 7, Inspired Chemist Grenadier Alchemist 7


HP: 52 (8, 30 Alchemist, +7 con, +7 favored class)

Init: +4 (+4 dex)



17 AC (+4 dex, +2 armor [snake vest and and Armor Kilt], +1 shield [dark wood buckler], +1 ring of protection)
...+3 Barkskin
...+2 Cognatogen

18 CMD

+7 Fort (+5 Alchemist, +1 con, +1 resistance) (+5 vs environmental heat)
...+2 vs poison
+10 Ref (+5 Alchemist, +4 dex, +1 resistance)
+6 Will (+5 Wizard, 0 wis, +1 resistance) (+2 vs. Enchantments)
Immune to magical sleep



BaB +5

CMB +5

Longbow, +8 1d8, x3 crit, 100 ft. range

=====Traits and Feats=====


Magical Liniage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Lore Seeker: You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Weapon Proficiencies (Simple, Elven)
Scribe Scroll (bonus 1st)
Brew Potion (bonus 1st)
Throw Anything (bonus 1st)
Spell Focus Evocation (1st level)
Improved Familiar (3rd level)
Spell Specialization (fireball) (5th)
Dazing Spell (5th, wizard bonus)
Leadership (7th)

Infusion (2nd)
Precise bombs (2nd, grenadier bonus)
Smoke bombs(4th)
Stink Bombs (6th)



Skill Points: (14-wizard, 35-int, 14-headband), 63 total
headband skills in italics

+9 Perception (7 ranks, +2 racial)
+12 Acrobatics (6 ranks, +3 dex, +3 class)
+6 Climb (2 ranks, -1 str, +3 class, +2 eq)
+9 Use Magic Device (7 rank, +2 cha)

+21 Craft: Alchemy (6 ranks, +7 int, +3 class, +3 alchemist, +2 eq)
+14 Craft: Glassworking (2 ranks, +7 int, +3 class, +2 eq)
+13 Craft: Leatherworking (1 rank, +7 int, +3 class, +2 eq)
+13 Craft: Tailor (1 rank, +7 int, +3 class, +2 eq)
+15 Spellcraft (5 ranks, +7 int, +3 class)
....+2 to Identify magic auras and items (racial)

+17 Linguistics (7 ranks, +3 class, +7 int)
+13 Knowledge: History (7 ranks, +7 int, +3 class, +1 trait)

+18 Knowledge: Arcana (6 ranks, +7 int, +3 class. +2 trait)

+11 Knowledge: Planes (1 rank, +7 int, +3 class)
+11 Knowledge: Nature (1 rank, +7 int, +3 class)
+11 Know: Local (1 ranks, +7 int, +3 class)
+11 Know: Geography (1 rank, +7 int, +3 class)
+11 Know: Dungeoneering (1 rank, +7 int, +3 class)
+11 Know. Nobility (1 Rank, +7 int, +3 class)

=====Wizard Class Abilities=====

Arcane Bond: Familiar, Array

Intense Spells:

Intense Spells (Su).
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation:

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

=====Alchemist Class Abilities=====


When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.


An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Directed Blast (Su) At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet.
This ability replaces swift poisoning.

Alchemical Weapon:
(Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action.

This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.


The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.

=====Racial Abilities=====


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.

=====Spels, Formulaes and Consumables=====

DC 15+ spell level
+2 vs Spell Resistance
+1 Evocation DCs



w - Indicates memorized with Wizard spell slot

Bold indicates cast at +1 caster level and DC (Lore Seeker trait)

4 per day, at will (wizard)

Acid Splash
Arcane Mark
Create Water
Dancing Lights
Detect Magic W
Disrupt Undead
Ghost Sound
Mage Hand W
Prestidigitation W
Ray of Frost W
Read Magic
Detect Poison (wizard only)
Bleed (wizard only)
Mending (wizard only)
Message (wizard only)
Resistance (wizard only)
Scrivener's Chant (wizard only)
Sotto Voce (wizard only)
Touch of Fatigue (wizard only)
Haunted Fey Aspect (wizard only)

-1st- DC 16
4, +2 int, +1 evocation per day

Color Spray
Burning Hands
Magic Missile W
Grease W
Hold Portal
Tree Stride
Keep Watch
Mage Armor W W
True Strike
Unseen Servant
Comprehend Languages W
Crafter's Fortune
Feather Fall W
Shocking Grasp
Infernal Healing
Expeditious Retreat W
Blood Money
Enlarge Person

3, +2 int, +1 evocation per day

Stone Call WW
Cat's Grace
Shatter W
Glitterdust W
Flaming Sphere W
Aqueous Orb
Defensive Shock
Burst of Radiance
Haste W

2, +2 int, +1 evocation per day

Dispel Magic WW (lore seeker, +1 caster level)
Trial of Fire and Acid
Vampiric Touch
Fireball W W W
...Intense Spells (+1/2 level to damage, Spell Focus (+1 DC), Lore Seeker (+1 Caster Level and DC), Magical Lineage (-1 Metamagic Level), Spell Specialization (+2 Caster Level), Focused Spell (+2 DC to one target)

1, +1 int, +1 evocation per day
Dazing Fireball X
Greater Invisibility x
Black Tentacles x

======Formulae Book======

DC 15+ spell level
+2 vs Spell Resistance
+1 Evocation DCs

-1st- 6x day
Targeted Bomb Admixture x
Adhesive Spittle x
Heightened Awareness x
Monkey Fish x
Cure Light Wounds x

-2nd- 4x day
Alchemical Allocation x
Barkskin x
Cat's Grace
Fox's Cunning
Bull Strength xx
Lesser Restoration
Resist Energy
Cure Moderate Wounds
False Life

-3rd- 2x day
Heroism x
Channel Vigor x



Crafter's Fortune
Comprehend Languages x2
Minor Image
Aqueous Orb
See Invisibility x2
Whispering Wind
Shatter x2

Cure Light x3
Cure Mod x4 (glimmer x2)
Cure Serious x2 (glimmer x1)
Heal x2 (glimmer x1)
Invisibility x2 (glimmer x1)

-Alchemical gear-
Alchemist Fire x5
Alchemical Ice x5
Acid Vial x5
Thunderbottle x5
Bottled Lightning x5
Tangle burn bag x10
Necrosalt x5
Smokestick x5
Tar bomb x1 replace

Antitoxin x4
Antiplague x5
Stillgut x5
Easybreath Vapors x1 replace
Antimetic Snuff x2
Essence of Independence x2
Vermin Repellant x3

Bomb Launcher x5
Bottled Sunlight x2

Wand Shocking Grasp (22)
Wand Cure Light (44)
Wand Ill Omen (50)

Wand Magic Missile (38)
Wand Cure Light (33)
Wand Ill Omen (48)




Armor: White leather longcoat (silken ceremonial armor w/ armor kilt)
Head: Headband of Int +4
Neck: +1 resistance bonus on all saving throws, once per day free action False Life CL5, Gentle Repose effect if placed on a dead body
Body: Snakeskin Tunic (+1 AC, +2 dex, +2 vs poison)
Wrist: Spring-loaded wrist sheathes (potion of infernal healing, wand of shocking grasp x37)
Ring: of protection +1

-in pouches/bandoleeers/worn-
Spellbook (quick-find tabs across the top, potion sheathes on cover, Wand sheath in spine. Chained to waist via weapon cord)
Wand of Magic Missle (CL 1, 38/50 charges)
Skeleton key
Magnet x2
Chalk x100
charcoal pencil
Thasselonian coin

Pot of CLW

-in satchel-
Lorebooks (almanacs and reference guides)
Parchment x200
Ink in metal vials x10
Various Maps in metal case
Glassmaker's tools
glass and metal sample bottles (1 liter) x10 (stacked while empty to save space)


(page 65)
Agate-studded gold ring (50gp)
Emerald and silver necklace (350gp)
Pearl-studded leather gloves (glods of arrow snaring)
Large sack of coins (210gp, 452 sp, 108cp)
Ruby-inlaid red dragon-scale cloak clasp (600gp)
Three sets of equipment; studded leather armor, chainmail, various magical weapons. Black Arrow colors.


6773 gp, +1500 gp
679 sp
11 cp

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