Pathfinder Chronicler

Alikia Sokol's page

555 posts. Alias of Quill the Owl.


Full Name

Alikia Sokol

Classes/Levels

Spells Cast:

Gender

Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;

About Alikia Sokol

Backstory:
Growing up in Kenabres by a foster family, Alikia was always curious about a strange birthmark on upper left arm. When she found out that it was for a secret demon killing society, that her parents were a part of, it took all of her foster parent’s wit to keep her in Kenabres and not from charging into the Worldwound to locate them.

She would also often get into mischief, which came to a head when she turned fourteen. After sneaking into her foster father’s lab and mixing some spell components together, Alikia accidently created a cloud that would dissolve ink from pages. Half of her foster father’s research on different alchemical remedies was lost. After a loud, angry discussion behind closed doors, Alikia was sent to Nerosyan to study under a gifted wizard to help train her natural talents. Recently, Alikia Sokol moved back to her childhood home to help join the crusades.

Personality:
Alikia is a hardworking, salt of the earth young woman who has seen great triumph and devastating loss. She can appear to be introverted, only truly opening up to others that she truly trusts. She doesn’t worship one particular deity, but if she were pressed, she would choose Sarenrae because of her chance at redemption.

Appearance:
Unlike most of the other people raised close to the Worldwound, Alikia has fair skin and light colored hair, thanks her elven heritage. She is taller than the average human, standing at 6’3 and is of a slight frame. Her blond hair is always kept back in some form of messy braid or pony tail, depending on how much time she has in the morning. Her eyes are a stunning shade green, and she often has a far off look in them. When she speaks, it comes off as someone who is attempting to say everything before their thoughts leave them. She is often found wearing a dark green tunic with brown pants and sturdy shoes.

Why:
A look crosses Alikia’s face as if the thought to not join the crusade to stop the Worldwound had never crossed her mind. Scrunching her eyebrows, a long pause happens as she tries to rear in her thoughts. ”I’ve grown up here, in Kenabres. I’ve seen people from other nations rally to push back these monsters. I’ve never met my parents because of this Worldwound. It is my turn to pay it forward, so that other children are given the chance to grow and learn.

As for what I can do, I spent the last seven years of my life studying ways to summon and dismiss outsiders. I have knowledge of the outer planes that could prove invaluable to this organization. I want to show Golarion what good I can do. Give me that chance.”

Alikia Sokol
Female Half-Elf Wizard (Conjurer) 12/ Archmage 4
NG Medium Humanoid (human, elf)
Init+7; Senses Low-Light vision 40 ft via torch; Perception +10
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Defense
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AC 20, touch 14, flat-footed 18 (+4 Armor, +2 Deflection, +2 Dex, +2 Natural)
hp 104 (12d6+30)
Fort +7*, Ref +8*, Will +10*; *+2 vs enchantments
Defensive Abilities (Ex): Hard to Kill; Immune magical sleep
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Offense
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Speed 30 ft.
Ranged +1 Light Crossbow +10 (1d8+2 19-20/x2) or +2 keen adamantine dagger +11 (1d4+3 17-20/x2)
Melee Quarterstaff +6/+1 (1d6 x2) or Longsword +2/-3 (1d8 19-20/x2) or +2 keen adamantine dagger +7 (1d4+2 17-20/x2)
Special Attacks mythic power (13/day, surge +1d8), wild arcana
Arcane School Spell-Like Abilities (CL 12th; concentration +22)
11/day- acid dart (1d6+6 acid)
Wizard Spells Prepared (CL 12; concentration +22, vs SR +14 +4 vs Demons):
0 (at will) detect magic, light, prestidigitation, read magic
1 (6/day) ear-piercing scream, expeditious retreat, gravity bow, magic missile, shield, shocking grasp, grease (specialist school)
2 (6/day) acid arrow, gust of wind, mirror image, protection from arrows, scorching ray, shatter, glitterdust (DC 23) (specialist school)
3 (6/day) displacement, gaseous form, haste, lightning bolt (DC 20), magic circle against evil, wind wall, summon monster III (specialist school)
4 (5/day) Black Tentacles, remove curse, shout (DC 21), stoneskin, dimension door, greater invisibility
5 (4/day) Overland Flight, Steal Power (DC 22), Teleport, Cloudkill (DC 26), Hold Monster (DC 23)
6 (3/day) Chains of Light DC 27, Greater Dispel Magic, Chains of Light DC 27 (Specialist School), Chain Lightning
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Statistics
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Str 11, Dex 14, Con 12, Int 24/26, Wis 12, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Augment Summoning, Craft Magic Arms & Armor, Greater Spell Focus(Conjuration), Point-Blank Shot, Scribe Scroll, Skill Focus(Knowledge[planes]), Spell Focus(Conjuration), Mythic Spell Lore (Haste, Ear-Piercing Scream, Stoneskin, Magic Missile, Form of the Dragon I), Spell Penetration, Quicken Spell, Selective Spell, Demon Hunter, Augment Summoning [Mythic], Spell Focus [Mythic] (Conjuration)
Skills Appraise +16, Craft (Alchemy) +23, Craft (weapons) +20, Diplomacy +3, Escape Artist +3, Knowledge (arcana) +25, Knowledge (Dungeoneering) +14, Knowledge (Engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (Local) +15, Knowledge (Nature) +14, Knowledge (Nobility) +23, Knowledge (planes) +29, Knowledge (Religion) +15, Linguistics +23, Perception +10, Spellcraft +23, Use Magic Device +18
Languages Abyssal, Aklo, Celestial, Common, Draconic, Daemonic, Dwarven, Elven, Hallit, Infernal, Skald, Undercommon, Giant, Necril, Sylvan, Cyclops, Varisian, Terran, Gnome, Shoanti, Thassilonian
SQ Amazing Initiative, arcane bond (light crossbow), elf blood, harmonious mage, perfect preparation, summoner's charm (5 rounds), dimensional step (48 5-ft inc/day), recuperation
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Traits
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Dangerously Curious (magic) - You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Riftwarden Orphan (campaign) - You gain +2 trait bonus on all concentration checks; +4 trait bonus on caster level checks to penetrate demon's spell resistance. One per day, I can recharge a magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10+ mythic tier to the item, up to its normal maximum number of charges.
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Gear
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Backpack, Bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, soap, spell component pouch, torches (10), trail rations (1), water pouch (empty), fish hook, spell book (personal), masterwork light crossbow (Arcane Bond), scale of Tendrelev (on loan to Quinn), unholy symbol of Baphomet x2, bejewled book of prayers to Baphomet (worth 50 gp), Quarterstaff, cold iron crossbow bolts (55), +1 bolts (9), cure light wounds potion, journal, scroll of expeditious retreat, scroll of shocking grasp, scroll of resist energy, cloak of resistance +2, scroll of dimensional lock, wand of magic missile (CL 3, 8 charges), wand of fly (10 charges), rod of metamagic (maximize), +2 adamantine keen dagger, wand of stoneskin (21 charges), Amulet of Natural Armor +2, bracers of armor +4, blessed book, headband of vast intelligence +2, pearl of power (2nd level), ring of protection +2, diamond worth 10,000 gp, diamond dust worth 1,000 gp; 44439gp, 1 sp, 4 cp
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Special Abilities
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Adaptability: Alikia gains skill focus as a bonus feat for being a half elf
Amazing Initiative: At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Augmented Summoning: Summoned Creatures have +4 to Strength and Constitution.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Elf Blood: Half-elves count as both elves and humans for any effect related to race
Elven Immunities: half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Greater Spell Focus (Conjuration) +1 to the Save DC of any spells from the Conjuration School.
Spell Focus (Conjuration) Spells from the conjuration school of magic have +1 to their save DCs.
Keen Sense: Half-elves receive a +2 racial bonus on Perception skill checks
Multitalented: Half-elves choose two favored classes at first level(Wizard, Alchemist)
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons up to 30 feet.
Harmonious Mage (Necromancy, Enchantment) (Ex): Your wizardly studies have moved beyond the concept of opposition schools. Select two opposition schools. These are no longer opposition schools for you, preparing spells from one of these schools now only requires one spell slot of the appropriate level instead of two, and you no longer take the –4 Spellcraft penalty for crafting items from an opposition school. You must have the arcane school class ability to select this ability, and your arcane school can't be universal.
Opposition Schools: Enchantment, Necromancy (No Longer Applicable, but written down here in case Mythic Tiers are lost)
Arcane Bond: (Masterwork Light Crossbow) If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools.
Arcane School: (Conjuration)
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Mythic Spell Lore (Haste, Ear-Piercing Scream): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spell Focus [Mythic, Conjuration] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Selective Spell When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. A selective spell uses up a spell slot one level higher than the spell’s actual level. Spells that do not have an area of effect do not benefit from this feat.
Demon Hunter: You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.
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Spell Book
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0- All zero level spells, excluding Daze, Bleed, Disrupt Undead, and Touch of Fatigue
1- Comprehend Languages, Grease, Hold Portal, Mage Armor, Protection from Evil, Shield, Shocking Grasp, Summon Monster I, Thunderstomp, Detect Secret Doors, Silent Image, Color Spray
2- Mirror Image, Summon Monster II, Fog Cloud, Acid Arrow, Darkvision
3- Haste, Summon Monster III, Phantom Steed, Dispel Magic
4- Summon Monster IV, Black Tentacles, Dimension Door, Secure Shelter
5- Cloudkill, Teleport. Cone of Cold, Steal Power
6- Chains of Light, Greater Dispel Magic, Stone to Flesh, Freezing Sphere, Chain Lightning