Thassilonian Ambassador

Alaznist the Last's page

6 posts. Alias of Cwethan.


Full Name

Alaznist the Last

Race

Female Azlanti Martial Simulacrum 12[/url] - HP 174/164| AC 33 | F +21 R +17(20) W +19 | Perception +16 | Focus 3/3 |Hero Points 1 | Mythic Points 3/3 | Level 1

Classes/Levels

Level 1: Gentle Landing, Rainbow's End | Level 2: Hidebound x2 | Level 3: Enlarge x2, Perceive the Threads of Fate | Level 4: Invisibility | Level 5: Blood Feast x2 | Level 6: Disintegrate x2 | Staff 6/6

About Alaznist the Last

Ancestry Azlanti Versatile Human
Background Escaped from Time
Class Magus; Level: 12
Size Medium Traits Azlanti, Human, Humanoid, Thassilonian
Alignment Unsworn
Associations: Runelord
Languages: Aklo, Azlanti, Cthonian, Draconic, Jotun, Taldane, Thassilonian
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ABILITY SCORES
STR +5, DEX +0, CON +4 INT +4, WIS +0, CHA +3
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SENSES
Perception: +16 [E] - Initiative +25
Special Senses:
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DEFENSES

HIT POINTS: 174/164
Resistances: Void 5

ARMOR CLASS
AC:
33 (+0 Dex, +7 item, +16 proficiency)

Unarmored: [E], Light: [E], Medium: [E], Heavy: [E]

SAVING THROWS
Fortitude: +21 [E]
Reflex: +17/20 [E]
Will: +19 [M] - Resolve
Notes

Reactions: Eat Fire (take fire damage: R10 Fire through that turn)
Hidebound (creature w/i 60' is hit with a Strike: R5 physical till their next turn)
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OFFENSE

Magus Class DC: 29 [T]
Investigator Class DC: 28 [T]

Speed: 30' Movement Types: Normal

Melee Strikes
Ranseur +23
damage 2d10+7 (P) (Disarm, Reach, Shifting)

Ranged Strikes

needle darts +20 [E]
damage 6d4 (piercing) ((6) on crit) (Cold Iron or Silver) 60' range

Weapon Proficiencies
Simple: [E], Martial: [E], Other:
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MAGIC

Magic Traditions
Arcane

Spell Attack Roll: +20 [E]
Spell DC: 30 [E]

Focus Points: 3 (+1 1/day for conflux spells)
Focus Spells: Thunderous Strike (A): Make a strike and 15' cone for 7 sonic damage. Crit fail for Prone
Force Fang (A): do 3d4+3 force to someone in weapon reach.
Runic Impression (A): Make a weapon corrosive, flaming, frost, ghost touch, returning, shock, or thundering.*

Spell Slots per Day
Cantrips (Level 1): 6/2/7
1st: 0/2
2nd: 0/2
3rd: 2/1
4th: 4/1
5th: 2
6th: 2
Staff 6/6

Spells Prepared
Cantrips (Rank 6): Acid Splash, Eat Fire, Light, Live Wire, Musical Accompaniment, Needle Darts, Ray of Frost, Time Sense | Guidance, Rousing Splash | Gouging Claw, Ignition (Staff) | Chill Touch (Armor) Guidance (pendant) | Detect Magic, Prestidigitation, Telekinetic Hand (ring)
1st: Gentle Landing, Rainbow's End (M) | Fear (from Ecdysis) | Echoing Weapon, Sure Strike (Staff)
2nd: 2x Hidebound | Harm or Heal (armor) | Acid Grip, Telekinetic Maneuver (Staff)
3rd: Blazing Dive, 2x Enlarge, Perceive the Threads of Fate (M) | Echoing Weapon, Haste (Staff)
4th: Invisibility | Acid Grip, Weapon Storm (Staff)
5th: 2x Blood Feast
6th: 2x Disintegrate | Binding Muzzle, Charm, Dispel Magic (Mythic Magic)
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SKILLS

Acrobatics: +14 [T]
Arcana: +24 [M]
Athletics: 19 [T]
Crafting: +18 [T]
Deception: 17 [T]
Diplomacy: +17 [T]
Intimidation: +19 [E]
Lore: Architecture: +18 [T]
Lore: Runelords +22 [M]
Lore: Warfare +22 [M]
Medicine: +14 [T]
Nature: +14 [T]
Occultism: +23 [M]
Performance: +15 [U]
Religion: +12 [U]
Society: +23 [M]
Stealth: +12 [U]
Survival: +12 [U]
Thievery: +12 [U]
Notes:
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FEATS:

Ancestry Feats and Abilities
Heritage: Versatile (Diehard)
1st: Natural Ambition (Familiar)
5th: Clever Improviser
9th: Multitalented (Investigator)

Skill Feats
2nd: Additional Lore (Runelords)
4th: Courtly Graces
6th: Cognitive Crossover (Occultism, Religion)
8th: Calm and Centered
10th: Consult the Spirits (Occultism)
10th: Break Curse
12th: Additional Lore (Warfare)

General Feats
1st: Diehard
3rd: Toughness
5th: Untrained Improvisation
7th: Numb to Death
11th: Sanguine Tenacity

Class Feats and Abilities
Class Feature: Hybrid Study: Inexorable Iron
Class Feature: Arcane Cascade
Class Feature: Conflux Spell: Thunderous Strike
Class Feature: Spellstrike
1st: Familiar
2nd: Force Fang
4th: Devastating Spellstrike
6th: Attack of Opportunity
7th: Studious Spells
8th: Runic Impression
10th: Sustaining Steel
12th: Expert Wizard Spellcasting

Archetype Feats
2nd Wizard Dedication : School of Battle Magic
4th: Basic Wizard Spellcasting
6th: Basic Arcana: Enhanced Familiar
8th: Sentinel Dedication
9th: Investigator Dedication
Class Feature: Clue In, On the Case, Pursue a Lead
10th: Skill Mastery: Break Curse, Society, Arcana
12th: Expert Wizard Spellcasting
12th: Arcane Breadth

Mythic Feats and Features
1st: Runelord's Calling
1st: Rewrite Fate
2nd: We've Met Before
4th: Godspeed
6th: Divert Destiny
8th: Mythic Magic
10th: Become Destiny
12th: __________?
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EQUIPMENT

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
Scrolls:
Other Gear: backpack, bedroll, chalk (10), climbing kit, flint and steel, rations (2), rope, soap, torch (5), waterskin, wand of tailwind (2nd), wand of false life
Not carried:

Magic Items: Mask: Goz
Ring: Master Magus Ring
Ring: Ring of Minor Arcana
Invested Items:
Bulk: 2 (Encumbered at: 4; Maximum at: 9)

Coins: 23.5 gp

Fuller Descriptions:
**Class Abilities**

Arcane Cascade: Inexorable Iron
Once Alaznist begins along a path, nothing can stop her from reaching its end. She transforms the mass of an enormous weapon into an unstoppable force to augment her own striking power or keep her standing on the battlefield.

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).
Alaznist channels a spell into a punch or ranseur thrust to deliver a combined attack. She casts a spell that takes 1 or 2 actions to cast and requires either a spell attack roll or a saving throw. She imbues its effects into an attack instead of executing the spell normally. Make a melee Strike with a weapon or unarmed attack. This counts as two attacks for her multiple attack penalty, but she doesn’t apply the penalty until after she's completed the Spellstrike. The infusion of spell energy grants her Strike the arcane trait, making it magical. If the spell required a spell attack roll, use her Strike’s results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if her Strike was a critical failure, the target is unaffected.

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
Alaznist has made a pact with a creature that helps her with her martial endeavors and assists her spellcasting.

Force Fang
Alaznist can turn her attack into an unerring blur of force.

Devastating Spellstrike (AA, in Arcane Cascade, Spellstrike charged)
Alaznist's Spellstrike sweeps are so wide and devastating, they splash onto nearby foes. Make a Spellstrike. Foes adjacent to the target take splash damage equal to 2 + the extra damage from Arcane Cascade (2*). The damage type is the same as Arcane Cascade; if the spell already deals splash damage of the same type, combine the damage together before applying weaknesses or resistances.

Attack of Opportunity (R, A creature in reach uses manipulate, move, ranged attack, or leaves a square during a move action)
Alaznist lashes out at a vulnerable foe. Make a melee Strike against the triggering creature. If her attack is a critical hit and the trigger was a manipulate action, she disrupts that action.

Runic Impression
Alaznist can temporarily replicate the effects of a property rune for her weapon.

Sustaining Steel (F, Cast a Spell using a spell slot in Arcane Cascade stance)
Alaznist pulls magic into her weapon, using its substance to transform the magic into restorative energy. She regains Hit Points equal to double the spell's level and rolls to end any persistent void damage she has.

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
Magic is power, and there are always those who will use power for the art of battle. Alaznist summons whirling energies that can lay waste to both soldiers and armies, while being sure not to neglect arcane countermeasures for common tactical complications or the shields and defenses that keep combatants alive on the battlefield.

Basic Wizard Spellcasting
Alaznist gains the basic spellcasting benefits.

Basic Arcana: Enhanced Familiar
Alaznist infuses her familiar with additional magical energy. She can select four familiar or master abilities each day.

Sentinel Dedication
Alaznist has trained carefully to maximize the protective qualities of her armor. She gained training in heavy armor, and whenever she gains a class feature that grants you expert or greater proficiency in any type of armor, she also gains that proficiency in heavy armor.

Investigator Dedication
Alaznist gains the on the case class feature, which grants you both the Pursue a Lead activity and Clue In reaction.

Pursue a Lead
Alaznist names one detail she's identified that she thinks is part of a larger mystery, then spends 1 minute examining it. The detail is typically either obvious or something she's already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already).

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
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.

Expert Wizard Spellcasting
Alaznist gains the expert spellcasting benefits.

Arcane Breadth
Alaznist's thorough studies allow her to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.

**Ancestry Feats**

Natural Ambition
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.

Clever Improviser
You've learned how to handle situations when you're out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Multitalented
You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.

**Skill Feats**

Additional Lore (Runelords, Warfare)
Your knowledge has expanded to encompass new fields.

Courtly Graces
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.

Cognitive Crossover (R: You gain no information from a Recall Knowledge check using Occultism or Religion)
You immediately reattempt the triggering check using the other skill.

Calm and Centered
Your occult connection to the world helps you deal with being frightened or stupefied. When your frightened or stupefied condition values would decrease, decrease the value by 2.

Consult the Spirits
Alaznist has learned rites and meditations that enable her to perceive minor, invisible spirits within a place. She can contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell her about things like strange auras, effects, or the presence of unnatural occult beings.

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.
Success As with a critical success, but the spirits are indifferent to you and answer only one question.
Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.

Break Curse
Alaznist spends 8 hours performing occult rites over the target, weakening a curse's power over them. Attempt to counteract the curse, using Occultism for her counteract check and half her level rounded up for the counteract rank. Break Curse only takes 10 minutes of rites if you are legendary in Occultism.

**General Feats**

Toughness
Alaznist's body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Untrained Improvisation
Alaznist has learned how to handle situations when she's out of her depth. Her proficiency bonus to untrained skill checks is equal to her level.

Numb to Death
Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are dying, you gain a circumstance bonus to the number of Hit Points you regain equal to your level, and you neither gain the wounded condition nor increase the value of this condition.

Sanguine Tenacity
Your blood carries permanent regenerative properties. The penalties from enfeebled and the penalties and lost HP from drained both affect you as if the condition values were 1 lower than they actually are. You also gain resistance 5 to persistent bleed damage and reduce the DC of checks to recover from persistent bleed damage to 11, or 6 if you have particularly effective assistance.

**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
Xonnylmek is dark of fur and feather, even when corporeal, and light seems to disappear into it. When Kemlyn Casts or Sustains a hex, and Xonnylmek is adjacent to an enemy to which it's concealed, hidden, or undetected, the enemy becomes frightened 1.

Spirit Familiar 1/10 minutes
Xonnylmek's spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing *12d6 spirit damage, with a basic Will save against your spell DC. If Xonnylmek dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. It then re-forms in its original square.

Patron's Presence
The Shadow Behind the Door can direct its attention through Xonnylmek, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic. Xonnylmek gains the following activity:

Patron's Presence (aura) Frequency once per hour;
Effect A palpable weight extends from Xonnylmek in a 15-foot emanation. Enemies who enter or start their turn within the aura must succeed at a Will save against Kemlyn's spell DC or become stupefied 2 as long as they remain within the aura, or stupefied 3 on a critical failure. The aura lasts until the end of your next turn, but the familiar can Sustain it up to 1 minute.

Become Shadow (A)
Xonnylmek transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can’t use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it Squeezes. It can use this action again to return to its normal form.

Slink in Shadows
Xonnylmek can Hide or end its Sneak in a creature’s or object’s shadow.

Steal Shadows (A, 1/10 minutes)
Xonnylmek makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the Strike is successful, the target is enfeebled 1 and its shadow disappears. After 24 hours, the enfeebled condition ends, and they regain their shadow once more. Any effect that reduces or removes the enfeebled condition restores their shadow as well.

Shadow Step (A) Requirements The familiar is in dim light or darkness.
Xonnylmek teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect.

Manual Dexterity
It can use up to two of its limbs as if they were hands to use manipulate actions.

Master's Form
Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities.

Resistance (Cold and Negative) Your familiar gains resistance equal to half your level against the chosen damage types.

Spellcasting
Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected.

Spell Battery
You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.