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Spell Sovereign

Variel Nightstorm's page

2,407 posts. Pathfinder Society character for Neltji.

Full Name

Variel Nightstorm




Magus 7 Champion 1; HP 68/68+ 0 temps, AC 22/15/20; saves 9/6/8; CMB: +11, CMD 27 loot list







Special Abilities

Magus abilities lvl 8 mythic level 1




Common, Elven, Abyssal, Aquan, Gnome, Sylvan

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

About Variel Nightstorm



Mythic pool 0/5 used
Arcane pool 0/8 used

AC: 22, touch 15, flat-foot 20 (+2 dex, +7 armor, +3 deflection); +4 shield when cast
HP: 68, (8d8+8 fc+8 con+8 toughness) +5 mythic current: 0 damage, 0 subdual
CMD: +27
Fort +9, Ref +6, Will: +8

Speed: 30 ft,
Melee: Tidewater Cutlass: to hit +11/+6; 1d6+12, 18-20
dagger: to hit ++7; 1d4+10, 19-20
Ranged: Composite longbow (+3 str): to hit +8/+3; d8+3, 20~x3
Bolt of fire +8 ranged touch for 2d6 fire

Arcane pool: 0/8 used
Concentration: +12/+14 to cast defensively
AOO: 0/3 used
CMB: +8
Space: 5 ft; Reach 5 ft


pages used: 50/50 and 9/50

0-Level Magus Spells—acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.
Burning Hands
Chill Touch
Corrosive Touch
Enlarge Person
Expeditious Retreat
Feather Fall
Magic Missile
Magic Weapon
Ray of Enfeeblement
Shocking Grasp
True Strike

Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Effortles Armor
Flaming Sphere
Mirror Image
Reloading Hands
Scorching Ray
Spider Climb

3rd Level:
Vampiric Touch
Stinking Cloud
Dispel Magic

Spells prepared:

[] available; [x] used
Mage hand
Acid Splash
Shocking grasp []
Magic Missile []
Frostbite []
Enlarge person []
True strike []
Shield []
Bull's strength []
Invisibility []
Mirror Image []
Effortless Armor []
Bear's Endurance[]
Dispel Magic []
Haste []
Displacement []

(2+3)x7 (+ max ranks in sailor for headband)
acrobatics: +8; +1 more for jumping
appraise: +4
bluff: -1
climb: +9
Craft weapons: +10
Craft armor: +10
diplomacy: +11 (+1 for hat for crew from Jiro)
disguise: -1
escapse artist: -1
fly: +3
heal: +0
intimidate: +6
Know (arcane): +8
Know (geog): +5
Know (local): +5
Know (nature): +5
perception: +2
perform (dance): +4
profession (sailor): +11
sense motive: +0
stealth: -1
survival: +0
Spellcraft: +13
swim: +8

Traits and Feats:

World Traveler (adopted): +1 diplomacy and class skill
Barroom Tailspinner: +1 diplomacy and perform (dance) and dance is class skill
Captains blade (+1 to climb and acrobatics and 1 is class skill, acrobatics)

Simple and Martial weapon proficiency
Light and medium armor proficiency
Weapon focus cutlass
Combat reflexes
Craft magic arms and armor
Power attack
Mythic power attack

Racial abilities:

• Spirit of the waters: +4 to swim checks and can always take 10
• Keen Senses: +2 Racial bonus on Perception checks
• Low-light Vision: see twice as far as humans in dim light, retaining ability to distinguish color/detail under these conditions
• Elven Immunities: Immune to sleep an effects and +2 against enchantment spells and effects

Class abilities:

Arcane pool: 7, add +2 bonus
Spell recall
Knowledge pool
Medium armor casting
Improved spellcombat: +2 to cast defensively when using spell combat

Magus arcana:
close range: ray spells are now touch spells that stack with spellstrike
Enduring Blade: arcane pool enhancements for weapon last for 1 min/level

mythic abilities:

Champion 1
Hard to kill
Fleet charge
Impossible speed
Power attack mythic -1/+3 per +4 bab, 1 mythic power to negate penalty
Surge d6
Mythic power 5/day

* not carried.
Shanxia necklace
scroll of fly
scroll of dispel magic
potion of shield of faith +2 (3),
potion of touch of the sea (3);
potion of enlarge person (2)
oil of bless weapon (2)
oil of align weapon (2)
Acid flask (2)
+1 light fortification agile breastplate
+2 Tidewater Cutlass,
MW composite longbow +3 str
mwk cold iron dagger,
mwk silver dagger,
cloak of resistance +2,
ring of protection +3
headband of vast intelligence +2, (crafted with prof sailor)
nobles outfit,*
lock, good, *
mapmaker's kit, *
masterwork tool (armor), *
masterwork tool (weapons), *
perfume, common (for Rain), *
quick runner's shirt (crafted),
shanxia statue (+1 crit modifier on nat 20) (worth 2,500 gp),
spell component pouch,
spellbook x2, *
jewelry (worth 75 gp), *
potion of cure mod
potion of cure light
2600 in reagents for crafting

swift or immediate actions available:

Imbue weapon
spell recall
Quick Runner's shirt []
Fleet Charge

dice rolls ignore for now:

Know (arcane): [dice]d20+8[/dice]
Know (geog): [dice]d20+5[/dice]
Know (local): [dice]d20+5[/dice]
Know (local): [dice]d20+5[/dice[

Spell combat
cutlass attack [dice]d20+7[/dice]
Concentration [dice]d20+11[/dice]
Damage [dice]d6+11[/dice]

Future notes: :

Next level
Feat: none
3rd level spells
7 hp
5 skill points plus 1 more in sailor from headband: know (engineering), prof (siege engineer), intimidate +2, fly +1
+1 bab (2 attacks!)
Improved spell combat

future upgrades for gear
increase head band to +4 (perception)
ring of freedom of movement
belt of str and con +2
continue to add to AC/fortification to armor
AoNA +1
pearl of the sirines

status and effects:

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