Elvish Fighter

Aerysil's page

No posts. Organized Play character for Pygon.


Full Name

Aerysil

Race

Elf

Classes/Levels

Magus 8.0

Gender

Male

Size

Medium

Age

143

Special Abilities

Immune to sleep, elf awesomeness

Alignment

NG

Deity

Oriental Elf god!

Location

Absalom

Languages

Common, Elven

Strength 16
Dexterity 12
Constitution 12
Intelligence 21
Wisdom 10
Charisma 10

About Aerysil

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PFS PC #1849-4

Address:
Craig Yack
711 Georgetown Parkway
Fenton, MI 48430

Aerysil is an oriental elf with long black hair, especially slanted blue eyes, and severe features. He wears a gleaming chain shirt and wields a shined katana. A well crafted bow is strapped on his back, with a coiled rope and hook at his belt. A large tome in a leather case is strapped to his belt.

8th level magus

Grand Lodge Faction
NG Medium humanoid (elf)
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Init +1; Senses low-light vision; Perception +9

Languages Common, Elf, Sylvan, Draconic, Goblin, Tian (do I get another since Int raised?)
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AC 19 (+1 mithral breastplate +7, amulet of natural armor +1, Dex +1), touch 11, flat-footed 18
hp 67 (8 + 5/level past 1st + 1/level(Con) + 1/level(favored class) +1/level(Toughness))
Fort +8, Reflex +4, Will +8 (+1 trait bonus on Will saves, +2 trait against fear (does not stack with +1 trait bonus), +2 racial against enchantments)
Immune magic sleep, ghoul paralysis
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Speed 30 ft (6 squares)
Melee +1 cold iron katana +10/+5 (1d8+4) 18-20/x2
Melee club +9/+4 (1d6+3)
Ranged mwk composite longbow +8/+3 (1d8+3/x3)
Base Atk +6; CMB +9, CMD 20
Special Attacks arcane pool (11 points), spell combat, spellstrike, spell recall, magus arcana (arcane accuracy +5, empowered magic)
Special qualities improved spell combat (+2 concentration checks during spell combat)
Tactics - recall spells often (especially between combat, use pearl when possible), arcane accuracy often, empower spell with shocking grasp once. mirror image good, shocking grasp good, frigid touch useful against boss
Spells Prepared (CL 8th, Concentration d20+13 (+4 defensively or grappled, +2 with spell combat), caster level check d20+8 (+2 against SR))
0 (5 - at will) - detect magic, daze(DC 15), disrupt undead or acid splash, light
1st (6) - color spray(DC 16), shield, shocking grasp, vanish, magic missile, grease(DC 16)
2nd (5) - scorching ray(2 rays), web(DC 17), mirror image(d4+2 images), glitterdust(DC 17), bear's endurance
3rd (3) - fly, haste, slow
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Abilities Str 16, Dex 12, Con 12, Int 21, Wis 10, Cha 10
(Base 16,10,14,14,10,10, elf)
Feats Combat Casting, Opening Volley, Exotic Weapon Proficiency (Katana)B, ToughnessB, Extra Arcane Pool, Intensify Spell (shocking grasp)
Traits Courageous (+2 trait saves against fear), Mind over Matter (+1 trait Will saves)
Skills (6 * level) Spellcraft +7r+3c+5i, Perception 8r+2e, Knowledge (arcana) 5r+3c+5i, Knowledge (Dungeoneering) 5r+3c+5i, Knowledge (nature) 5r+3c+5i, Knowledge (planes) 7r+3c+5i, Diplomacy 7r+0ch, Climb 0r+3s-1a+2ck, Linguistics +1r+5i(Tian), Fly +7r+3c+1d-1a (+1/2 level when Fly cast)
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Possessions - +1 mithral breastplate(5200gp), +1 cold iron katana(4380gp), mwk scimitar, club, mwk composite longbow (Str +3) (700gp), pearl of power (1st level), amulet of natural armor +1 (2000gp), headband of intelligence +2 (nature)(4000gp), cloak of resistance +1, wand of cure light wounds (31 charges)(2 PP), 16 arrows, 4 rations, rope (hemp), grappling hook, 5 vials of alchemist fire, 4 antivenoms, 4 sealing wax, courtier outfit, cold weather gear, tent, 2 sets of manacles, climber's kit, 999gp

Spellbook:
0 - all magus spells
1 - color spray, shocking grasp, magic missile, enlarge person, feather fall, grease, shield, truestrike, reduce person, vanish, burning hands, expeditious retreat
2 - scorching ray, web, levitate, frigid touch, mirror image, bull's strength, flaming sphere, glitterdust, bear's endurance
3 - fly, haste, slow (DC 18)

Daze - 25ft + 5 ft/2 levels. Humanoid 4 HD or less, single target. If fail Will save, no action for 1 round. Once affected, cannot be affected by spell again for 10 rounds.
Color spray - 15' cone, Will negates.
2HD or less: unconscious, blinded and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, then stunned for 1 round. (non-living creatures are not knocked unconscious).
3 or 4 HD: Blinded and stunned for 1d4 rounds, then stunned for 1 round
5 or more HD: Stunned for 1 round.
Sightless creatures are not affected.
Grease - range close (25ft + 5ft/2 levels), 1 object or 10' square, when cast, anyone in area must make Relfex save or fall. Walk half speed through area with DC 10 Acroboatics check (fail means don't move and make Reflex save or fall, fail by 5 or more means immediate fall). Creature can choose not to move and avoid any checks, and are not flat-footed. If cast on wielded item, wielder makes Reflex save - if fail, item is dropped. Save each round to pick item up. A creature with greased armor gets +10 on Escape Artist and CMB checks when grappled, and +1 to CMD to avoid being grappled.
Shield - self only, 1 minute/level (D), +4 shield AC, negates magic missiles, is force effect so also works against incorporeal attacks.
Shocking grasp - touch attack, 1d6/level damage, +3 to hit if target is wearing metal armor, is carrying a metal weapon, or is made of metal.
Vanish (APG) - range touch, 1 round/level(D) (max 5 rounds), invisibility
Web - range 100ft + 10ft /level, 20ft radius spread, 10 min./level(D). Must be anchored to two or more diametrically opposed solid points. Reflex save immediately for those inside the web - those that fail are grappled. Grappled creatures can break free by a CMB or Escape Artist check against spell DC. Entire area considered difficult terrain. Anyone moving through the webs (from inside, or just from outside?) must make a CMB or Escape Artist check against spell DC or become grappled in first web square entered. 5 ft of webs provide cover. 20 ft provides total cover. Fire burns away 1 5' square per round causing 2d4 points of fire damage to anyone in that square.
Scorching Ray - ranged touch, close (25ft + 5 ft/2 levels, 2 rays at 7th level, 3 at 11th, each cause 4d6 fire damage. Multiple targets must be within 30 feet of each other.
Frigid Touch (UM) - melee touch, hit causes 4d6 cold damage and target is staggered for 1 round, 10 rounds if it is a critical hit.
Mirror Image - 1 min/level, d4 + 1/3 level images created. If an attack misses by 5 or less, an image is destroyed. On an actual hit, roll randomly to see if you or an image is struck. Attacks not requiring an attack roll cannot destroy an image.
Fly - creature touched, 1 min/level, gain fly speed of 60 in light armor, 40 in medium/heavy, maneuverability good. Can charge but not run. Ascend at half speed, descend at double speed. +1/2 caster level to Fly checks. Note: DC 15 to hover. When dispelled or expire, float down 60 feet per round for 1d6 rounds. Anti-magic field will immediately halt flight and drop immediately with no floating.
Haste - 1 target/level within 30' of each other, 1 round/level, +30 enhancement base speed to all modes of normal movement up to double normal, affects jumping, 1 extra attack at highest bonus when full attacking, +1 dodge AC, +1 dodge Reflex saves, +1 bonus to hit. Dispels and counters slow.

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Mind over Matter - +1 trait bonus to Will saves
Courageous - +2 trait bonus to saves against fear
Combat Casting - +4 to Concentration check when casting defensively or while grappled. Note: Casting defensively = DC 15+double spell level
Opening Volley - when deal damage with a ranged attack, next melee attack on target is at +4 circumstance to hit. Must occur before end of next turn.

Favored Class - Magus (+1 hp/level)

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Spell Combat - may treat as TWF (-2 all attacks), casting a spell with the offhand. Take additional penalty to attacks up to Int mod to add to any concentration check needed - all attacks suffer the penalty. Cannot cast spell between melee attacks.
Arcane pool - Points = magus level/2 (1 minimum) plus Int mod (plus 2 for Extra Arcane Pool). Recharges when prep spells. Can use point as a swift action to power up weapon with +1 enhancement (does not stack with masterwork to hit bonus, bonus added increases +1 at levels 5, 9, 13, 17 to a max of +5). Lasts for 10 rounds. If weapon already has a +1 enhancement (from arcane pool or otherwise), then dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed or vorpal can be added as well. Each costs an amount equal to their plus cost in the magic items section. Currently, at 6th level, Aerysil can add a +2 bonus to his weapon to make it +3, or add +1 and keen, or +1 and frost, or just shocking burst, etc.
Spellstrike - may deliver touch spell through blade. Crit range of weapon is used, although spell only gets a x2 crit.
Spell Recall - as swift action, spend arcane points to recall a single spell already cast - 1 point per spell level of spell recalled.
Arcane Accuracy - as swift action, spend 1 arcane pool point to increase attacks by insight bonus of +Int mod until end of your turn
Empowered Magic - 1/day may cast any spell as if empowered. Casting time and level are not modified.
Medium Armor - proficient with medium armor, can now wear medium armor without suffering arcane spell failure
Knowledge Pool - when prepare spells, can spend arcane points (up to IntMod) to prepare ANY magus spell of a level that the magus has access to. Each point allows one new spell. These spells can be recalled using Spell Recall. When prepare spells again, the gained spells are lost.

Alchemist's Fire - ranged touch, 10 feet increment (-2 attack at 11 feet, -4 at 21 feet, etc. max range 50 feet). If miss, roll random square around target for strike location (1d8). All within 5 feet take 1 point fire damage (hit or miss). Target struck takes 1d6 fire damage, catches fire, and will take another 1d6 next round unless spend full round action putting out the flames (allows DC 15 Reflex save to avoid damage, +2 if roll on ground).

XP: 21 (In Service To Lore, To Delve the Dungeon Deep, A Vision of Betrayal, Murder on the Throaty Mermaid, Frostfur Captives, We Be Goblins, Tomb of the Iron Medusa, Dalsine Affair, Among the Gods, The Sanos Abduction, Severing Ties, The Disappeared, The Icebound Outpost, Fortress of the Nail, FAbric of Reality, Way of the Kirin, ???, Orders at the Gate, ???)
Grand Lodge Prestige/Fame: 28/31 (max purchase 8000gp - pg 26 of PFS guide v4.2, next increase 11750gp at 27 fame)

Notes:

Possible feats for later: Exotic Weapon Proficiency (katana), Weapon Focus (some weapon), Extra Arcane Pool, Extra Magus Arcana, 2 traits (Focused mind +2 concentration, Magical Lineage?), Opening Volley (+4 to hit in melee after ranged attack) at 3rd? Intensify Spell (+5 max spell dice) at 7th. Others: Toughness, Lunge (no need for 5' step)
Spells to consider: vampiric touch
Items: Pearl of power, haversack, wand of color spray, headband of intelligence, wayfinder, some ioun stone..., cold iron blade (katana)
Archetype: Blackblade? Decide at level 3.
Planned items: mithril breastplate or chain +1, amulet +1, ring +1
Keen on blade ASAP (Improved Critical not available until 12th) - just use Arcane pool at 5th. Bane might be good on weapon. Headband of Intelligence will increase DCs, arcane pool, Arcane Accuracy, and spells available, and extra Knowledge Skill.

progression:
get Diplomacy for faction missions.
save up for Headband of Intelligence? or put +1 on weapon?
(done) 6th: Magus Arcana (empowered magic), +1 arcane point
7th: Intensify Spell (consider Improved Familiar and faerie dragon chronicle), spell: vampiric touch? (gains proficiency with medium armor, so mithral breasplate +1 can be used)
9th: Magus Arcana?, Lunge when have BAB +6, +1 arcane point
10th: 4th level spells.
11th: 2 feats
12th: Magus Arcana?, +1 arcane point
(Toppling Spell is useful with magic missile, too)

Diplomacy or Gather Info? Diplomacy seems to be preferred.

equipment:
(done) +2 Int headband (4000gp) - many benefits here.
(done) +1 on blade (4000gp)
mithral breastplate +1 at 7th (proficient with medium armor, no arcane spell fail)
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Starting wealth: 0 gp (starting 150gp - 150gp equipment)

Rewards, equipment purchased for scenarios:

1. In Service To Lore (PFS Season 3 Intro First Steps part 1):
Earned 1 XP, 2 Lantern Prestige points (2/2)
Acquired (+417gp)
Sold scimitar (+7gp)
Purchased mwk scimitar (-315gp)
purchased 2 vials alchemist fire (-40gp)
wealth now 69gp

2. To Delve the Dungeon Deep (PFS Seasons 3 Intro First Steps part 2):
Earned 1 XP, 2 Lantern Prestige Points (4/4)
Acquired +419gp
purchased Courtier outfit (-30gp)
used 1 vial of alchmist fire
purchased 1 vial of alchemist fire (-20gp)
wealth now 438gp

3. A vision of Betrayal (PFS Season 3 Intro First Steps part 3)
Earned 1 XP, 2 Lantern Prestige Points (6/6)
acquired (+401gp)
purchased cold weather gear (-8gp)
8 days of rations (-4gp)
tent (-10gp)
drinks (-2gp)
boat ride (-8gp)
mwk comp longbow (Str+3) (-700gp)
wealth now 122gp

4. Murder on the Troaty Mermaid (PFS 2-13)
Earned 1 XP and 1 Lantern Prestige Point (6/7)
Spent 1 PA on +4 skill check
acquired +523gp
purchased 4 sealing wax (-4gp)
gave 10gp to NPC (-10gp)
used 1 arrow
wealth now 631gp

5. Frostfur Captives (PFS 3-01)
Earned 1 XP and 2 Lantern Lodge Prestige Points (8/9)
acquired +502gp
spent 20gp on 2 sets of manacles (-20gp)
wealth now 1113gp

6. We Be Goblins
Earned 1 XP and 1 Lantern Lodge Prestige Point (9/10)
acquired +500gp
wealth now 1613gp

7. Tomb of the Iron Medusa
Earned 3 XP and 4 Lantern Lodge Prestige Points (13/14)
acquired +3125gp
bought amulet +1 (-2000gp)
bought chain shirt +1 (-1250gp)
bought masterwork katana (-350gp)
wealth now 1138gp

8. Eastern Weapon Boon, Gencon 2011 Exclusive
Katana! (Ultimate Combat, p. 132)

9. PFS 2-21: The Dalsine Affair
Earned 1 XP and 2 Lantern Lodge Prestige Points (15/16)
acquired +1250gp
sold mwk katana (+175gp)
bought cold iron mwk katana (-400gp)
wealth now 2163gp

10. Night of the Pale 4711 AR Boon
+1 AC against incorporeal attacks for 1 scenario, or ghost touch on weapon for 1d4 rounds.

11. 3-08. Among the Gods
Earned 1 XP and 2 Lantern Lodge Prestige Points (17/18)
acquired +1266 gp
spent -500gp to raise Keldrik
purchased 2 scrolls of lesser restore (-300gp)
purchased and scribed scroll of levitation (-190gp)
used 3 arrows
wealth now 2439gp

12. 4-05: The Sanos Abduction
Earned 1 XP and 2 Lantern Lodge Prestige Points (19/20)
acquired +1315gp
recommended skills: Diplomacy, Gather Info?
wealth now 3754gp

13. 4-07: Severing Ties
Earned 1 XP and 2 Lantern Lodge Prestige Points (19/22)
Acquired +1783gp
Spent 2 PP on wand of cure light wounds
used 5 charges on wand
Bought headband of Intelligence (nature) +2 (-4000gp)
Wealth now 1537gp

14. 4-11: The Disappeared
Earned 1 XP and 2 Lantern Lodge Prestige Points (21/24)
Acquired +1850gp
used 5 charges on wand
Wealth about 3387gp

15. 3-19: The Icebound Outpost
Earned 1 XP and 2 Lantern Lodge Prestige Points (23/26)
Acquired +1966gp
spent 80gp on climber's kit
spent 60gp to scribe burning hands, expeditious retreat and bull's strength
spent 4000gp adding +1 to katana
Wealth now 1213gp
reached 6th level

16. 4-13: Fortress of the Nail
Earned 1 XP and 1 Lantern Lodge Prestige Point (24/27)
Acquired +1550gp
choose one item of up to 1500gp (cloak +1)
Wealth now 2763gp

17. Fabric of Reality
used 4 charges on wand
Earned 1 XP and 2 Lantern Lodge Prestige Points (26/29)
acquired +2512gp
recommend Linguistics or wait for 8th to get Tian
Wealth now 5275gp

18. Way of the Kirin (paper chronicle only)
Earned 1 XP and 2 Lantern Lodge Prestige Points (28/31)
acquired +1299gp
Free migration to Grand Lodge, +1 stat boost (Intelligence to 20), 6 retroactive skill points
sold +1 chain shirt (+625gp)
bought +1 mithril breastplate (-5200gp)
bought pearl of power (1st level) (-1000gp)
boon for purchase of 3000gp item for 2250gp instead. (not used, yet)
used 6 charges on wand of clw
wealth now 999gp

19. ??? (did this even happen?)
-1 alchemist fire

20. 8-18 Order at the Gate
-80gp +4 alch fire
-200gp +4 antitoxin
+1 XP
+1 Grand Lodge prestige point (29/32 plus whatever 19. gives)
+4038gp
(not recorded above)

21. Cairn of Shadows
-6 charges on clw wand
+1 xp
+2 Grand Lodge PP (31/33)
(not recorded above)

22. Raid on Cloudborne Keep
-250gp for passage on ship
+3953gp
+1 xp
+2 pp (33/35)
(keen on blade?, better int headband?)
(not recorded above)

8th level