About Alaznist the LastAncestry Azlanti Versatile Human
HIT POINTS: 174/164
ARMOR CLASS
Unarmored: [E], Light: [E], Medium: [E], Heavy: [E] SAVING THROWS
Reactions: Eat Fire (take fire damage: R10 Fire through that turn)
Magus Class DC: 29 [T]
Speed: 30' Movement Types: Normal Melee Strikes
Ranged Strikes needle darts +20 [E]
Weapon Proficiencies
Magic Traditions
Spell Attack Roll: +20 [E]
Focus Points: 3 (+1 1/day for conflux spells)
Spell Slots per Day
Spells Prepared
Acrobatics: +14 [T]
FEATS: Ancestry Feats and Abilities
Skill Feats
General Feats
Class Feats and Abilities
Archetype Feats
Mythic Feats and Features
Combat Gear: Greater Spellstriker Staff (+2/Striking) with Clay Sphere, Advancing Full Plate (+1/Resilient) with Greater Grim Sandglass, Goz Mask, Master Magus Ring, Ring of Minor Arcana, Pendant of the Occult, Pristine Epaulets
Magic Items: Mask: Goz
Coins: 23.5 gp Fuller Descriptions:
**Class Abilities**
Arcane Cascade: Inexorable Iron
Arcane Cascade (A, Stance - Most recent action was to Cast a Spell or Spellstrike) Alaznist diverts a portion of the spell's magical power and keeps it cycling through her body and weapon using specialized forms, breathing, or footwork. When Alaznist enters Arcane Cascade stance and at the start of each of her turns while in that stance, she gains temporary Hit Points equal to half her level (6*). While she's in the stance her melee Strikes deal 2 extra force damage, or the same damage of the most recent spell. Spellstrike Frequency until recharged (see below).
After Alaznist uses Spellstrike, she can’t do so again until she recharges her Spellstrike as a single action, which has the concentrate trait, or with some other ability **Class Feats** Familiar
Force Fang
Devastating Spellstrike (AA, in Arcane Cascade, Spellstrike charged)
Attack of Opportunity (R, A creature in reach uses manipulate, move, ranged attack, or leaves a square during a move action)
Runic Impression
Sustaining Steel (F, Cast a Spell using a spell slot in Arcane Cascade stance)
If the spell was [of the necromancy school], any persistent void damage she has ends automatically, and she can change the damage type from Arcane Cacade to vitality if she wishes. **Multiclass Feats** Wizard Dedication - School of Battle Magic
Basic Wizard Spellcasting
Basic Arcana: Enhanced Familiar
Sentinel Dedication
Investigator Dedication
Pursue a Lead
If there is in fact a larger mystery at play, she can't Pursue a Lead again for 10 minutes, but she can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”). Investigation Bonus Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. Active Investigations You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations. Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information. Clue In (R, Concentrate, Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.) Alaznist shares information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. Skill Mastery
Expert Wizard Spellcasting
Arcane Breadth
**Ancestry Feats** Natural Ambition
Clever Improviser
Multitalented
**Skill Feats** Additional Lore (Runelords, Warfare)
Courtly Graces
Cognitive Crossover (R: You gain no information from a Recall Knowledge check using Occultism or Religion)
Calm and Centered
Consult the Spirits
Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area. Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
Break Curse
**General Feats** Toughness
Untrained Improvisation
Numb to Death
Sanguine Tenacity
**Mythic Feats & Abilities** Runelord's Calling Xonnylmek:
Perception +19; Low-Light Vision, Darkvision;
Skills Acrobatics +19, Stealth +19, All other skills +14 AC 32; Fort +22, Ref +23, Will +20 HP 98 Speed 25 feet Familiar of Stalking Night
Spirit Familiar 1/10 minutes
Patron's Presence
Patron's Presence (aura) Frequency once per hour;
Become Shadow (A)
Slink in Shadows
Steal Shadows (A, 1/10 minutes)
Shadow Step (A) Requirements The familiar is in dim light or darkness.
Manual Dexterity
Master's Form
Resistance (Cold and Negative) Your familiar gains resistance equal to half your level against the chosen damage types. Spellcasting
Spell Battery
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