Kwava

Spectrum's page

1,283 posts. Alias of Doomed Hero.


Full Name

Llevyn "Spectrum" Dawnsea

Race

Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Gender

Current Effects:

Size

Medium

Age

150

Special Abilities

Low-light Vision, Immune to Magical sleep

Alignment

Neutral Good

Occupation

Arcane Researcher

Strength 9
Dexterity 14
Constitution 14
Intelligence 22
Wisdom 12
Charisma 10

About Spectrum

Appearance:
Spectrum wears white and is always immaculate. Magic helps with that.
His clothing is loose-fitting cotton with a hooded long coat, also bleached white. At his left hip, 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 a golden tan, but glitters faintly with an opalescent sheen. His eyes are pale blue with flecks of gold. He rarely smiles and moves gracefully and carefully, like a dancer learning new steps. 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.

Background:
Llevyn was always an odd elf. Studious to the point of concern, brilliant and focused. His parents were 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, in the realm of their landbound cousins 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 the only one of his people from the sea. He moved through his studies at a pace unheard of. Many called him a prodigy, but he was not. He was simply driven. He barely slept or ate. His work, his thirst for knowledge, was all consuming. If not for the guidence of a few helpful teachers and fellow students he may have done himself permanent harm simply by forgetting that he needed water. Dehydration became a foe he had not expected.

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. Azlant. The lost empire that created Ioun Stones. He became convinced that Ioun stones were fragments of solidified magical auras. He set about rediscovering how they were made.

That was how he came across the writings of Old-Mage Jatembe. The Mwangi wizard had done a great deal of research into the magics of lost empires. His works kept in the Pathfinder Libraries were priceless to Spectrum, but the Pathfinders were not prone to letting outsiders peruse their library without some kind of repayment. So, Spectrum joined the ranks of the Pathfinders. He proved himself quickly, and became a willing resource to the Pathfinder scholars in residence at the library. His tireless, relentless work on translations and connecting the dots between seemingly unconnected manuscripts earned him a sponsorship when the Pathfinders announced that they were launching and expedition to lost Azlant itself.

The normally stoic elf could barely contain his excitement.

Male Aquatic Elf Gestalt Admixture Evoker Wizard 1, Pathfinder Savant 1

xp:

HP: 8 (6, +2 con)

Init: +2

=====Defense=====

Spoiler:

AC 14 (+1 armor, +2 dex, +1 natural)
...+2 from Bodyguard on successful Aid Another from Glimmer
CMD 14

+2 Fort (+0 class, +2 con)
+2 Ref (+0 class, +2 dex)
+3 Will (+2 class, +1 wis)
...+2 vs Enchantment
...-2 to Charm/Enchantment if offered power
Immune to magical sleep

=====Offense=====

Spoiler:

BaB +0

CMB -1

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

Spoiler:

-Traits-
Old-Mage Jatembe (legacy): Benefit - Knowledge Arcana OR Spellcraft is a Class Skill for you and you gain a +2 Legacy Bonus to that Skill.
Jatambe’s Wayfinder: Scarlet and Blue Sphere (Ioun Stone) - '+2 Int & +3 Know HX, Clear Spindle (Ioun Stone) - No food or water, Pink Rhomboid (Ioun Stone) - '+2 Con.

Resourceful (campaign): Choose one Craft or Profession skill when you gain this trait (craft Alchemy). You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.

Magical Linage (from Drawback): Pick one spell when you choose this trait (fireball). 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.

Metamagic Master (player choice): When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. (fireball)

Outlander (extra traits): 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
(burning hands, snowball, fireball). 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.

Clever Wordplay (extra traits): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. (use magic device)

Power Hungry (drawback): You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

-Feats-
Weapon Proficiencies (Simple)
Scribe Scroll (wizard 1st)
Spell Focus Evocation (bonus, racial)
Extra Traits (1st)
Spell Specialization (bonus, savant 1)

=====Skills=====

Spoiler:

Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (wis), Profession (Wis), Spellcraft (Int), Survival (wis), Swim (str)

Skill Points: 2 class, +6 int, +1 favored class, +2 background*

+7 Perception (1 rank, +1 wis, +3 class, +2 racial)
+5 Survival (1 rank, +1 wis, +3 class)
...+2 to avoid getting lost (wayfinder)
+3 Acrobatics (1 rank, +2 dex)
+2 Climb (1 rank, -1 str, +2 equip)
+3 Swim (1 rank, -1 str, +3 class)
+3 Stealth (1 rank, +2 dex)
...aquatic subtype, can move in water without checks)

+11 Craft: Alchemy* (1 rank, +6 int, +3 class, +1 trait)
+10 Spellcraft (1 rank, +6 int, +3 class)
+10 Use Magic Device (1 rank, +6 int, +3 class)
...always take 10, except on blind activation, clever wordplay

+13 Knowledge: Arcana (1 rank, +6 int, +3 class, +2 Legacy, +1 trait)
+13 Knowledge: History* (1 rank, +6 int, +3 class, +3 Wayfinder)

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

Arcane Bond: Familiar, Glimmer:

Ioun Wyrd, Protector, School Familiar archetypes

NG Tiny construct
Init +2;
Senses blindsight 30 ft.;
Perception +2

hp 8

AC 15 (+2 Dex, +2 size, +1 natural)
touch 14
flat-footed 13

Fort +0,
Ref +2,
Will +2
Immune: construct traits

Speed fly 30 ft. (average)
Melee slam +0 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.

Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Base Atk +1;
CMB +1;
CMD 9
Feats Toughness, Bodyguard, Combat Reflexes (4 AoOs per round)
Skills Fly +10
Perception +2
Languages Common (can’t speak)

Ioun Affinity (Su) An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice.

Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su) A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he’s within 30 feet of the ioun wyrd.

Loyal Bodyguard (Ex) A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe.
This ability replaces alertness and improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school.

School Cantrip: A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level. Ray of Frost

Specialty Stowaway (Sp or Su) A school familiar can use any granted abilities of its master’s arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does

Energy Boost (Su) Choose an energy type: acid, cold, electricity, or fire. The familiar gains resistance 10 to the selected energy type. Whenever an ally casts an evocation spell that has the chosen energy type as a descriptor while within 5 feet of the familiar, the spell deals bonus energy damage equal to its spell level.

Equipment:
Familiar Satchel (total cover, If you don’t have line of effect to your target (that is, you cannot draw any line from your square to your target’s square without crossing a solid barrier), he is considered to have total cover from you. You can’t make an attack against a target that has total cover.)

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 (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.

====Savant Class Abilities=====

Spoiler:

Adept Activation: A Savant can always take 10 on Use Magic Device, except when activating blindly.

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

Spoiler:

Favored Class bonuses:
1st) +1 skill point

Aquatic elves are Humanoids with the elf and aquatic subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.

Base Speed: Aquatic elves have a base speed of 30 feet and a swim speed of 30 feet.

Elven Immunities: Aquatic elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Aquatic elves receive a +2 racial bonus on Perception checks.

Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

Low-Light Vision: Aquatic elves can see twice as far as humans in conditions of dim light.

Amphibious: Aquatic elves can breathe both water and air.

=====Spells and Consumables=====

Spoiler:

-Spellbook-

DC 16+ spell level
+1 Evocation DCs, +1/2 level to damage, +spell level to damage
Bold indicates cast at +1 caster level and DC
blue indicates Specialization spell

"w" indicates memorized with Wizard slot
"s" indicates memorized with Savant slot

Cantrips
4 per day, at will (wizard)

Acid Splash
Arcane Mark
Create Water
Dancing Lights
Daze
Detect Magic W
Disrupt Undead
Flare
Ghost Sound
Spark
Light
Mage Hand W
Open/Close
Prestidigitation W
Ray of Frost W
Read Magic
Detect Poison
Bleed
Mending
Message
Resistance
Scrivener's Chant
Sotto Voce
Touch of Fatigue
Haunted Fey Aspect

-1st- DC 17
4, +2 int, +1 evocation per day
Burning Hands (+2 DC, +3 caster level, +1/2 level to damage, +spell level to damage) W W
Snowball W
Color Spray W
Mage Armor W W
Comprehend Language
Feather Fall W

Consumables

-Wands-

-Scrolls-
Comprehend Languages

-Potions-

-Other-

----Glimmer----

Equipment

Spoiler:

-weapons-

Armor: White longcoat (silken ceremonial armor)
Shield:
Head:
Eyes:
Neck:
Cloak:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet:

-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)
Skeleton key
Magnet x2
Chalk x100
charcoal pencil
notebook
Aslanti coin

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

Looted-

Cash:

gp
sp
cp

Notes:

The Peregrine's Navigator - Tyra Swain (female human),
The Boatswain - Raerg (male half-orc),
Quartermaster - Bean Counter Brady (female halfling),
The ship also has 16 sailors who work the rigging and keep the ship in tip top shape,
Colonial Soldiers numbering 6 who will serve Ramona Avandth,
Colonists numbering 36 who serve a number of functions required to facilitate the building of a community, above those are a few that stand out as having special skills along with all of your own,
Alba Divenvaar - (female dwarf alchemist),
Anya Sandstrider - (Shoanti female human ranger),
Carver Hastings - (male human archaeologist),
Eamon Caranth - (male half-elf cleric of Erastil),
Harcourt Carrolby - (male human aristocrat),
Kurvis Nurpico - (male human cleric of Abadar),
Luetin Calewick - (male human expert),
Lyra Heatherly - (female half-elf ranger),
Perrell Beys - (female human expert).