Chaos Arrow

Acel Odair's page

235 posts. Organized Play character for chadius.


| Magus Spells -/2 | Arcane Pool 4/4 | Wiz Spells -/2 | Female Gnome Magus (Hexcrafter) 1/Wizard (Illusionist) 1


HP 16/16 | AC 15 T 12 FF 14 | Saves 5/2/5 (+2 vs Illusion) | Perception +3 | Init +1 | CMD 11






Common, Gnome, Sylvan, Undercommon, Abyssal

Strength 12
Dexterity 12
Constitution 15
Intelligence 16
Wisdom 10
Charisma 12

About Acel Odair

"What'd you want? Hey, you think he has somethin' we can take?" Noting your disapproving look, she shakes her head and tries to smile. "Just kidding! No stealing around here. Ooh, am I smiling too much?"


Her life as a stage hand was pretty exciting. First she could make moving pictures with just her mind, then she out how to scare people with them! Much fun!
Then she heard someone call out to her - not sure what, but it was worth a look. Claimed to be a fairy godmother or something. Pfft.
Found out she was a hag who was trying to teach her how to curse people.
Well duh, she was learning that anyway! Bad news: the theater wanted nothing to do with her, and soon she found no choice but to become an adventurer.

Not bitter!

Role: This illusionist relies on battlefield control and Save or Suck spells. Don't expect a ton of damage from her, that's your job!

XP: 6
Fame: 10
PP: 3
PFS 133608-8
994.5 gp

Saving Throws:

Fort 2 Con + 2 Mag + 1 Cloak = 5
Ref 1 Dex + 0 Mag + 1 Cloak = 2
Will 0 Wis + 2 Mag + 2 Wiz + 1 Cloak = 5

Gnome: +2 saving throw bonus against illusion spells


HP: 8 Mag + 4 Wiz + (2 * 2) Con = 16
AC: 10 + 1 Dex + 3 Armor + 1 Size = 15
T: 10 + 1 Dex + 1 Size = 12
FF: 10 + 3 Armor + 1 Size = 14

Gnome: +4 Dodge bonus to AC against monsters of the giant subtype.

CMD: 10 + 0 BAB + 1 Dex + 1 Str - 1 Size = 11
Init: 2 Dex

Movement: 20 ft


BAB: 0
CMB: 0 + 1 Str - 1 Size = 0
Small Size provides +1 to attack
Gnome Hatred: +1 to attack against humanoids of the reptilian and goblinoid subclass.
Arcane Pool Spend 1 Arcane Pool point to make weapon magical +1.

Spell Combat: -2 penalty to attack. Can take an additional -2 penalty to attack rolls to aid concentration checks.

Masterwork Rapier
Crit: 18-20x2
Attack: 1 Str + 1 Size + 0 BAB + 1 Masterwork = +3
Damage: 1d4+1 Str
[dice=Masterwork Rapier]1d20+3[/dice]

Throwing Axe
Attack: 1 Str + 1 Size + 0 BAB = +2
Damage: 1d4+1 Str
[dice=Throwing Axe]1d20+2[/dice]

Attack: 1 Str + 1 Size + 0 BAB = +2
Nonlethal Damage: 1d4+1 Str
[dice=Nonlethal Damage]1d4+1[/dice]

Throwing Axe
Attack: 1 Dex + 1 Size + 0 BAB = +2
Damage: 1d4+1 Str
Range: 10 feet
[dice=Throwing Axe]1d20+2[/dice]

Attack: 1 Dex + 1 Size + 0 BAB = +2
Damage: 1d4 Str
Crit: x3
Range: 60 feet


2 Mag + 2 Wiz + (3 * 2) Int + 1 Favored Class = 11
ACP: 0

Climb: 1 Str + 3 In Class + 1 Rank = 5
Intimidate: 1 Cha + 3 In Class + 1 Trait + 2 Rank = 7
Knowledge (Arcana): 3 Int + 3 In Class + 1 Rank = 7
Knowledge (Nature): 3 Int + 3 In Class + 1 Rank = 7
Knowledge (Planes): 3 Int + 3 In Class + 1 Rank = 7
Linguistics: 3 Int + 3 In Class + 1 Rank = 7
Perception: 0 Wis + 2 Racial + 1 Rank = 3
Profession(Stage hand): 0 Wis + 3 In Class + 2 Racial + 1 Rank = 6
Spellcraft: 3 Int + 3 In Class + 2 Rank = 8
Stealth: 1 Dex + 4 Size = 5
Use Magic Device 1 Cha + 3 In Class + 1 Rank = 5

Omen trait: +1 Intimidate (already included), 1/day can demoralize opponent as a swift action.


Effortless Trickery
Character Level 1

Spell Focus (Illusion)
Level 1 Wizard learns this instead of Scribe Scroll

Magus Class Features:

  • Arcane Pool 1 + 3 Int = 4 points per day
  • Spell Combat
  • Wizard Class Features:

    Arcane Bond
    The hag Acel fell in with gifted her a ring.

    Arcane School
    Acel is an Illusionist.

    Acel opposes Conjuration and Evocation.

    Racial Abilities:

    Low Light Vision


  • (Magic) Desperate Resolve: +1 Concentration, increases to +4 when grappled, pinned, entangled or in violent weather.
  • (Faith) Omen: +1 Intimidate, 1/day can demoralize opponent as a swift action.
  • Magic Resources:

    Wand of Magic Missile, 50 charges

    Scroll of Lesser Restoration

    Desperate Resolve trait: +1 Concentration (already included), increases to +4 when grappled, pinned, entangled or in violent weather.

    Gnome: +1 to DCs of any illusion spells cast. These are marked with a (I).
    Effortless Trickery: Illusion (figment) spells can be maintained with a swift action.

    Gnome Racial Spell-like abilities DC 13
    Dancing Lights - [/url=]Dancing Lights[/url]
    Ghost Sound - [/url=]Ghost Sound[/url]
    Prestidigitation - [/url=]Prestidigitation[/url]
    Speak with Animals

    Magus Magic:

    Concentration Check 1 Mag + 3 Int + 1 Trait = 5
    Spell Combat: Can take an additional +2 bonus to Concentration checks, penalizing attack rolls.

    Level 0 DC 13, 3/day (at will)

  • Daze
  • Detect Magic
  • Acid Orb

    Level 1 DC 14, 2/day
    Silent Image (Illusion) - [/url=]Silent Image[/url]

  • Mage Armor
    Grease - [/url=]Grease[/url]

    Level 0 Known

  • All

    Level 1 Known

  • Color Spray (Illusion)
  • Corrosive Touch(T)
  • Expeditious Retreat
  • Grease
  • Hydraulic Push
  • Ill-Omen
  • Illusion of Calm (Illusion)
  • Mage Armor
  • Shield
  • Silent Image (Illusion)
  • Thunderstomp
  • True Strike
  • Unerring Weapon
  • Vanish (Illusion)
  • Wizard Magic:

    Spell failure chance: 15%

    Spells Memorized today
    Level 0 DC 13, At will
    Acid Splash - [/url=]Acid Splash[/url]
    Daze - [/url=]Daze[/url]
    Detect Magic - [/url=]Detect Magic[/url]

    Level 1 DC 14, 2 + School per day
    Silent Image (Illusion, DC 16) - [/url=]Silent Image[/url]
    Ray of Enfeeblement - [/url=]Ray of Enfeeblement[/url]
    Vanish (Illusion) - [/url=]Vanish[/url]

    Level 0
    Acid Splash - [/url=]Acid Splash[/url]
    Daze - [/url=]Daze[/url]
    Detect Magic - [/url=]Detect Magic[/url]
    And all other cantrips

    Level 1
    Disguise Self (Illusion) - [/url=]Disguise Self[/url]
    Long Arm - [/url=]Long Arm[/url]
    Magic Weapon - [/url=]Magic Weapon[/url]
    Ray of Enfeeblement - [/url=]Ray of Enfeeblement[/url]
    Silent Image (Illusion) - [/url=]Silent Image[/url]
    Vanish (Illusion) - [/url=]Vanish[/url]

    Temporary Gear:


  • Throwing Axe (8 gp)
  • Sap (1 gp)
  • Masterwork Rapier (320 gp)
  • Shortbow (30 gp)
  • 20 arrows (1 gp)
  • Masterwork Studded Leather Armor (175 gp)
  • Magus's Kit (22 gp)
  • Explorer's Outfit (worth 10 gp, comes for free)
  • Vial of Acid (10 gp)
  • Alchemist's Fire (20 gp)
  • Vial of Holy Water (50: 2 for 25 gp each)
  • Wand of Magic Missle
  • Scroll of Lesser Restoration (150 gp)
  • Wayfinder
  • Potion of Touch of the Sea (50 gp)
  • Courtier's Outfit, with Jewelery (80 gp)
  • Cloak of Resistance (1000 gp)
  • Chronicles


    It's weird. Everyone seemed to care. Whats-Her-Face showed me plenty of people who didn't care. So when we were sent off to the middle of nowhere to find a cave of gillmen or something silly, I thought it was a trick. They sent this motor mouth Janira with us - to oversee us, I guess.

    But instead, we found a cave with a tiny model of the city, and something about a fallen god leading us around. It was kinda boring until I noticed this Gnome Eleanor messing with it and causing lights to shoot out. I got a good idea, too and helped bless us.

    Good thing, too - a minotaur had ambushed us, and Janira...ran off to distract it? Like Silas said, we don't leave anyone behind. So we eventually killed it.

    Now I have this wayfinder thingie with my name on it. Huh. I guess I belong here now. Feels nice.




  • Studded Leather Armor (12.5 gp)


  • Masterwork Studded Leather Armor (175 gp)
  • Scroll of Shield(25 gp)
  • Scroll of Thunderstomp(25 gp)
  • Scroll of True Strike(25 gp)
  • Scroll of Unerring Weapon(25 gp)
  • The Temple of Empyrean Elightenment:




  • Rapier (10 gp)


  • 2 PP for a Wand of Magic Missle
  • Alchemist's Fire (20 gp)
  • Holy Water (25 gp)
  • Acid Flask (10 gp)
  • Scroll of Ill Omen (25 gp)
  • Scroll of Expeditious Retreat (25 gp)
  • Masterwork Rapier (320 gp)
  • Scroll of Lesser Restoration (150 gp)

    Wow, what a pain. This temple, right. Supposedly it's supposed to let you reach enlightenment, guided by some god named Koroda. Sounded fishy to me right off the bat.

    The entrance looked nice enough. I squatted in some kind of pose and spoke a mantra. Felt... relaxing. This tiefling, Insidion, would hear none of it, though. I like him, he's suspicious.

    In the library we started cataloging the books. I found a nice book. If you read it, it steels your mind against magic for the rest of the day. Didn't have time to read it and we had to leave it there eventually. This human shaman named Shungur warned us that these texts had references to a sea in the Abyss, and several key passages from Koroda's teachings had been swapped out for demonic scriptures. Oh yeah, now this is getting interesting.

    We move over to some gardens, where a Gnome is pruning a garden. Turns out he has a stash of some of the "good stuff"...not my style. Even What's-Her-Face thought it was dumb (well, to her it dumbed down her targets.) He showed us a turtle statue that bit people's fingers off in a test of enlightenment. What a joke! A great prank, alright. We would deal with him later.

    Besides, on our way to a mausoleum a demon attacked. My rapier couldn't penetrate its hide. I'll have to work on that. Luckily these humans Vanya and Aeilin made a mess of it. Inside we fought some skeletons and found a...pair of scales, left by these "Paizo" guys?

    We had enough and decided to visit the temple leader, Dakang. He was painting stitches on people as part of an "Enlightenment" ceremony. He was on the joke, too. He lead us to his private chambers, then shed off his skin to reveal...surprise! He was a demon.

    Insidion was able to distract him a lot. I helped, too! Made a bunch of Celestial Archers appear and fire at him. Honestly, he kicked our butts. Good thing everyone hurt him enough to the point where he had to flee.

    Without him there, the people there were able to recover, learn their lesson and we were able to finish our findings. Man, people are blinded by faith sometimes.

  • Slave Ships of Absalom:



    Hmpf. Is this what slavery is all about? Reducing people to...well, meatsticks? I mean, Whats-Her-Face wasn't nice to her victims either, but at least she killed 'em quick.

    A slave named Atlag had a scrying sensor placed on her, and we were there to find out who placed it on her and why. We went to some noble's house, Lady Silviana Dimora, to find out what we could. Can you believe Atlag was locked up while they investigated? That's messed up, man.

    We go the- the salesman's place. "Mahdi’s Chattel— Absalom’s Finest." I don't know, salesman? Like he ships people around and sells them to the highest bidder? I don't get it, really. Anyway, some thugs were about to make a mess of him when we broke in. I figured he would gladly give us information in exchange for saving him, but the little rat wanted money in exchange for information! I was about to break his face when he started spilling the beans.

    At the docks we rowed out to a ship, Kat Season. Well, it was actually the At Sea with a bad paint job. According to Saarai (who I think is a noblewoman, maybe...she's really good at fibbin') this is a Pirate Slave Ship, and they may have enslaved a Pathfinder on there!

    Like I said, Saarai is a good fibber. She got us below deck to talk to the captain without a fight. While she kept talking to the Captain I saw this cute Trollhound, locked up. Sure it wanted to bite our faces off but who doesn't these days? I was gonna call it George and train it and pet it and ride it into battle!

    Er, right so I got a little distracted. The Captain told her crew to kill us while she ran back to her room. Ma'Huuk is a quiet guy, but he really, REALLY doesn't like slavers. I mean, really. He ran her through and pinned her to the wall with his spear, boom! He then helped us fight George because the stupid beastkeeper let him loose while making his escape. I kicked him so many times when I caught up.

    Had to put George down. Poured acid on the spear wound so it couldn't regenerate, and watched its head cutoff. I'm going to miss George so much. Rest easy little fella.

    Oh right, and we rescued some slaves and caught some slavers, I guess. There was a Gnome by the name of Rilla Lavon, she is a Pathfinder. Apparently some woman named "Muhlia" hired these pirates to sell slaves to specific nobles throughout Absalom. There's a big scrying mirror on a Stonespire Island, and a woman there is taking slaves blood samples (probably to help scry better. Scrying is tough without a connection to your target.)

    It was nice to see Atlag cleared of all charges. Too bad she still isn't free. Is this what being a Pathfinder is all about? Helping people figure out what they want to do with their lives? I wonder what would have happened if I had the chance a little sooner...

    Black Waters:




  • Potion of Touch of the Sea (50 gp)
  • Vial of Holy Water (25 gp)
  • Courtier's Outfit x 2 (60 gp)
  • Jewelery (100 gp)
  • Cloak of Resistance (1000 gp)

    Hmm. Undead are no fun. All of these ghosts are weird, too. It's like it's frozen in time.

    See, there was this school, for the rich. When the earthquake hit, the school crumbled and the survivors drowned. The area is now called the Drownyard. Our mission is to go there and find a ruby ring of some kind. Oh, and there's a necropolis underneath the school. No biggie.

    First thing was first, though. One of the noblewomen, Lady Dacilane invited us to a party when she learned we were going to the Drownyard. Really, she just wanted us to look for her daughter, Junia. Yeah, and I guess the others don't matter, right? I was going to play a prank on her, but Xasay's performance on the harpsichord was good enough.

    Anyway, finally out of my fancy dress (it had a nice rose motif!) we headed to the entrance to the Drownyard in Beldrin’s Bluff. A man seemed to be waiting there. Well, he didn't seem to have all his marbles, but frankly who does?

    He did lead us into the school, though. He claimed he had saved several students, but all I saw were ghosts. Ghosts of the children, the teachers, all stuck giving some eternal school lesson. But they did react to the play Xasay and I gave. Dunno what to think of these guys.

    Anyway, there's a door that leads to deeper down. I reach for it and a bug jumps out and bites me. We promptly beat it up.

    We climb down the ladder and a ghast attacks us. Great. We also find a boy's body. Nicely preserved and he has a diary for the Pathfinder Society. I think he was spying on the rich for his big brother. We moved further in and saw another group of ghosts telling ghost stories. I mean, uh. I don't know. The man noticed his daughter Cassie and thought she was alive. He sat down with her and refused to budge from the spot.

    We continued looking and found more ghasts! Oh boy. These guys ignore my illusions, but they can't ignore gravity! A spot of grease sent them tumbling down the stairs, where my allies tore them to shreds.

    Looking through the next few chambers, we found several sarcoughagi. One of which had Junia Dacilane inside. She was wearing a ruby ring as well and she...had a heartbeat?

    I guess she's doing okay now. The Dacilane family sent us their thanks, the society got their ring, and we got to see the inside of a creepy masoleum. The man Marlinchen never left, though. I guess he's just that dedicated to his family.

  • 20 Point Attribute Buy:

    Did I make her attributes with 15 or 20 points?

    Str 14 (5)
    Dex 12 (2)
    Con 13 (3)
    Int 16 (10)
    Wis 10
    Cha 10

    That's 20 points. No change needed!

    4. Heroes for Highdelve:



    (1 Box) Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits below; afterward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
    Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp). Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
    Dragon’s Scales: You gain fire resistance 5 for 24 hours.
    Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet.

    Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. If you played one of the provided pregenerated characters, you earn the benefit below associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits.
    (1 Box) Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy’s finest merchants. When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork, such as mithral), you can check the box that precedes this boon to reduce that item’s cost by 150 gp.

    Retraining Notes:

    Original PC

    Lose 1 level of Magus

    5 + 2 Con HP (now 10 HP)
    Fort/Will Saves -1 (Now 5/2/3)
    BAB -1 (CMB -1/CMD -1) (Now 0/0/11)

    Lose Spellstrike (removed)
    Lose 1 level 0 spell (now 3 per day)
    Lose 1 level 1 spell (now 2 per day)

    Skill points
    Lose 2 + 3 Int + 1 Favored Class (now a total of 6)

    K Planes
    Use Magic Device

    Climb: 1 Str + 3 In Class + 1 Rank = 5
    Knowledge (Arcana): 3 Int + 3 In Class + 1 Rank = 7
    Intimidate: 1 Cha + 3 In Class + 1 Trait + 1 Rank = 6
    Profession(Stage hand): 0 Wis + 3 In Class + 2 Racial + 1 Rank = 6
    Spellcraft: 3 Int + 3 In Class + 1 Rank = 7
    Use Magic Device 1 Cha + 3 In Class + 1 Rank = 5

    I lose 2 spells from my spell book (but I'll gain the wizard versions anyway)

    Okay, now I gain a level of Wizard.

    Skills: 2 + 3 Int
    K Nature
    K Planes

    Intimidate: 1 Cha + 3 In Class + 1 Trait + 2 Rank = 7
    Knowledge (Nature): 3 Int + 3 In Class + 1 Rank = 7
    Knowledge (Planes): 3 Int + 3 In Class + 1 Rank = 7
    Linguistics: 3 Int + 3 In Class + 1 Rank = 7
    Perception: 0 Wis + 2 Racial + 1 Rank = 3

    With a rank of Linguistics, Acel learns Abyssal.

    HP 4 + 2 Con (now 16 HP)
    Saves 0/0/2 (Now 5/2/5)
    Spells per day: 3/2 (Includes bonuses for high Int)
    Arcane Bond - Bonded with a ring, "given" by a hag

    Arcane School

    Opposition Schools:

    +Scribe Scroll+ Spell Focus: Illusion

    Spellbook has all cantrips and 3 1st level spells + 3 more due to Int

    Prestidigitation - [/url=]Prestidigitation[/url]

    Level 0
    Acid Splash - [/url=]Acid Splash[/url]
    Daze - [/url=]Daze[/url]
    Detect Magic - [/url=]Detect Magic[/url]

    And all other cantrips

    Level 1
    Disguise Self (Illusion) - [/url=]Disguise Self[/url]
    Long Arm - [/url=]Long Arm[/url]
    Magic Weapon - [/url=]Magic Weapon[/url]
    Ray of Enfeeblement - [/url=]Ray of Enfeeblement[/url]
    Silent Image (Illusion) - [/url=]Silent Image[/url]
    Vanish (Illusion) - [/url=]Vanish[/url]

    Spells Memorized today
    Level 0 DC 13, At will
    Acid Splash - [/url=]Acid Splash[/url]
    Daze - [/url=]Daze[/url]
    Detect Magic - [/url=]Detect Magic[/url]

    Level 1 DC 14, 2 + School per day
    Silent Image (Illusion, DC 15) - [/url=]Silent Image[/url]
    Ray of Enfeeblement - [/url=]Ray of Enfeeblement[/url]
    Vanish (Illusion) - [/url=]Vanish[/url]

    5 PP (because Magus and Wizard have synergy)
    10 gp * level 2 * 5 days to retrain = 100 gp cost