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Spectrum's page

928 posts. Alias of Doomed Hero.

Full Name

Llevyn "Spectrum" Dawntree


HP 40/40, Temp HP: 13, AC 18, CMD 14, Fort +5, Ref +5, Will +5, Init +4, Per +5


Admixture 8/8, Arcane Pool 7/7, S. Grasp Wand 24/50, Missile wand 38/50, false life 0/1





Special Abilities

Low-light Vision, Immune to Magical sleep




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


Arcane Researcher

Strength 10
Dexterity 18
Constitution 12
Intelligence 21
Wisdom 10
Charisma 8

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 5, Spell Dancer Magus 4/Inspired Blade Swashbuckler 1


HP: 40 (8, 15 magus, 7 swashbuckler, +5 con, +5 favored class)

Init: +4 (+4 dex)



16 AC (+4 dex, +2 Silken Ceremonial Armor and Armor Kilt)

14 CMD

+6 Fort (+4 Class, +1 con, +1 resistance) (+5 vs environmental heat)
+6 Ref (+1 class, +4 dex, +1 resistance)
+5 Will (+4 class, 0 wis, +1 resistance) (+2 vs. Enchantments)

Immune to magical sleep



BaB +3

CMB +3

Rapier, +8, 1d6+4, 18-20/x2 crit
+1 Longsword, +4, 1d6+1, 19-20 x2 crit

Longbow, +7 1d8, x3 crit, 100 ft. range

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


Rich Parents: 900 starting gold.
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, Martial, Elven)
Scribe Scroll (bonus 1st)
Improved Familiar (1st level, retrained)
Improved Familiar (3rd level)
Weapon Finesse, Rapier (Swashbuckler bonus)
Weapon Focus, Rapier (swashbuckler bonus)
Fencing Grace (5th)
(wizard bonus)



Skill Points: (8-wizard, 20-int), 28 total
*Arcane Movement skill, add Spell level to checks

+11* Acrobatics (4 ranks, +4 dex, +3 class)
+5* Climb (2 ranks, +0 str, +3 class)
+14 Knowledge: Arcana (4 ranks, +5 int, +3 class. +2 trait)
+11 Knowledge: History (2 ranks, +5 int, +3 class, +1 trait)
+9 Knowledge: Planes (1 rank, +5 int, +3 class)
+9 Knowledge: Nature (1 rank, +5 int, +3 class)
+10 Know: Local (2 ranks, +5 int, +3 class)
+9 Know: Geography (1 rank, +5 int, +3 class)
Know: Dungeoneering (1 rank, +5 int, +3 class)
+12 Craft: Alchemy (4 ranks, +5 int, +3 class)
+10 Craft: Glassworking (2 ranks, +5 int, +3 class)
+12 Spellcraft (4 ranks, +5 int, +3 class)
....+14 to Identify magic auras and items (racial)
+3 Use Magic Device (1 rank, -1 cha, +3 class)

+5 Perception (+2 racial, +3 alertness)

=====Spell Book=====

DC 15+ spell level
+2 vs Spell Resistance



m - Indicates memorized with Magus spell slot
w - Indicates memorized with Wizard spell slot

Bold indicates cast at +1 caster level and DC (Lore Seeker trait)
Italics indicates Wizard or Magus only)

4 per day, at will (wizard)
4 per day, at will (magus)

Acid Splash
Arcane Mark W
Create Water M
Dancing Lights M
Daze M
Detect Magic W
Disrupt Undead
Ghost Sound
Mage Hand W
Prestidigitation M
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
5+1 evocation per day, wizard
5 per day, magus

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

3+1 evocation per day Wizard
2 per day Magus

Stone Call MW
Cat's Grace
Glitterdust WW
Flaming Sphere W
Defensive Shock M
Burst of Radiance

2+1 evocation per day, Wizard
Trial of Fire and Acid W
Fireball W
Vampiric Touch W

-Unlearned Scrolls-

Crafter's Fortune
Comprehend Languages
Color Spray

Scroll of Sleep
Scroll of Minor Image
Scroll of See Invisibility
Scroll of Whispering Wind

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

Arcane Bond: Familiar, Glimmer

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.

=====Magus Class Abilities=====


Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers.

Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
This ability replaces the magus's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.

Spell Combat: (ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike: (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana Gain a Familiar! (Array)

Spell Recall: (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Arcane Movement: (Su) At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell's level until the beginning of his next turn.

This ability replaces the bonus feat a magus receives at 5th level.

=====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.

Array and Glimmer


young psudodragons (purchased in Absalom for 400gp)




Armor: White leather longcoat (silken ceremonial armor w/ armor kilt)
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: desert survival clothing (+5 vs environmental heat)
Wrist: Spring-loaded wrist sheathes (potion of infernal healing, wand of shocking grasp x37)

-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)


; Other Gear +1 banded mail, masterwork heavy steel shield, masterwork bastard sword,
composite longbow with 20arrows, everburning torch, 200gp

Lyrie loot

Cloak of Resistance +1
145 in valuable silvers, clothes, artifacts

Nualia loot
+1 breastplate
+1 bastard sword
Medallion with a sihedron symbol
Masterwork composite longbow +3, 30 arrows
Gold lamashtu holy symbol worth 100gp


37 gp
8 sp
5 cp

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