Geisha

Alyarah Vloocahdae's page

32 posts. Alias of DaisL.


Classes/Levels

Female Elf CG Arcanist Archmage | Perc +9 | Init +17 | HP 37/37 | AC 30 (32) | CMD 17 | Fort +4 | Ref +9 | Will +8 | 16/25MP

Special Abilities

Alt Capstone (With this Sword) | Class Ability (Wizard Arcane School) | Class Ability (Alchemist Discoveries)

About Alyarah Vloocahdae

Race Elf
Class Arcanist
Alignment CG Deity/Pantheon ---
Size medium Type humanoid (elf)
Initiative +17 (always act in surprise rounds)
Perception +9 (low-light vision)

Buffs
-Enchantment Foil (cast from staff at beginning of every day, lasts 20 hours)
-Investigative Mind (13/15 uses) 150 minutes
-Telpathic Bond, 150 Minutes
-Tough Crowd, 150 Minutes
-Echolocation, 150 Minutes
Debuffs
-

Defence:

AC 30 (10 Base + 13 Armour + 6 Dex + 1 Deflection), 32 with defending weapon
Touch AC 17
Flat-footed AC 24

CMD 17 (10 Base + 6 Dex + 1 Deflection)
FF CMD 11

HP 37/37 (6 HD + 1 Con + 30 Mythic)

Fort +4 (1 Con + 2 Resist + 1 Luck)
Ref +9 (6 Dex + 2 Resist + 1 Luck)
Will +8 (2 Base + 3 Wis + 2 Resist + 1 Luck)

Special Defences
-SR 16 (only against arcane spells, 1/round when SR protects from a spell cast by enemy mythic creature, regain 1 mythic power)
-immune to magic sleep effects and +2 on saves against enchantment spells and effects

Offence:

Speed 30ft
Melee
Ranged
CMB +0
Special Attacks
-

Spell Casting:

CL 1, Concentration +11, DC 20 + spell level
Ranges C 25, M 110, L 440

Cantrips
-Detect Magic
-Mage Hand
-Open/Close
-Prestidigitation
1st (4/5)
-Shield
-Magic Missile (mythic)

Spellbook
Special Spell Casting Effects
-non-mythic creatures, roll saving throws twice
-+2 on caster level checks to overcome spell resistance
-CL +4 for duration

Statistics:

-Ability scores-
Str 10 (10 Base)
Dex 22 (16 Base + 2 Race + 2 Mythic + 2 Enhancement)
Con 13 (13 Base - 2 Race + 2 Mythic)
Int 30 (22 Base + 2 Race + 4 Mythic + 2 Enhancement)
Wis 16 (16 Base)
Cha 19 (17 Base + 2 Mythic)

BAB 0
Languages common, elven, celestial, draconic, gnoll, gnome, goblin, orc, sylvan, dwarven
Favored Class Bonus skill rank
Traits
-Clever Wordplay (Bluff)
-Extremely Fashionable (Diplomacy)
Alternate Racial Traits
-Fey Thoughts (sense motive, perception)

Skills:

Acrobatics +6 (6 Dex)
-
Appraise +10 (10 Int)
-
Bluff +13 (10 Int + 3 Competence)
-+1 while wearing clothing/jewellery worth at least 150 gp (and not covered in things that mar your overall look)
Climb +0
-
Craft (Clothing) +14 (10 Int + 1 Rank + 3 Class Skill)
-+2 with Masterwork Artisan's Tools
Diplomacy +11 (4 Cha + 1 Rank + 3 Class Skill + 3 Competence)
-+1 while wearing clothing/jewellery worth at least 150 gp (and not covered in things that mar your overall look)
Disguise +4 (4 Cha)
-
Escape Artist +6 (6 Dex)
-
Fly +6 (6 Dex)
-
Handle Animal +4 (4 Cha)
-
Heal +3 (3 Wis)
-
Intimidate +7 (4 Cha + 3 Competence)
-+1 while wearing clothing/jewellery worth at least 150 gp (and not covered in things that mar your overall look)
Arcana +14 (10 Int + 1 Rank + 3 Class Skill)
-
Dungeoneering +10 (10 Int)
-
Engineering +10 (10 Int)
-
Geography +10 (10 Int)
-
History +14 (10 Int + 1 Rank + 3 Class Skill)
-
Local +14 (10 Int + 1 Rank + 3 Class Skill)
-
Nature +14 (10 Int + 1 Rank + 3 Class Skill)
-
Nobility +14 (10 Int + 1 Rank + 3 Class Skill)
-
Planes +14 (10 Int + 1 Headband Rank + 3 Class Skill)
-
Religion +10 (10 Int)
-
Lingustics +14 (10 Int + 1 Rank + 3 Class Skill)
-
Perception +9 (3 Wis + 1 Rank + 3 Class Skill +2 Race)
-
Ride +6 (6 Dex)
-
Sense Motive +7 (3 Wis + 1 Rank + 3 Class Skill)
-
Sleight of Hand +6 (6 Dex)
-
Spellcraft +14 (10 Int + 1 Rank + 3 Class Skill)
-+2 to identify the properties of magic items
Stealth +6 (6 Dex)
-
Survival +3 (3 Wis)
-
Swim +0
-
Use Magic Device +8 (4 Cha + 1 Rank + 3 Class Skill)
-

Feats:

-Extra Reservoir

Mythic Feats
-Mythic Crafter
-Mythic Spell Focus (Enchantment)
-Mythic Spell Lore
-Mythic Quick Draw
-Mythic Weapon Focus (Melee Touch)

Class Features:

Arcanist
Arcane Reservoir (6/7)
Arcanist Exploits
-Potent Magic
Consume Spells (4/4)

Arcane School Divination (Foresight)
-Forewarned
-Prescience (13/13)

Alchemist Discoveries
-Pheromones

Mythic:

Hard to Kill
Mythic Power (16/25)
Surge (1d12)
Amazing Initiative
Recuperation
Mythic Saving Throws
Force of Will
Unstoppable
Immortal
Legendary Hero

Archmage
Archmage Arcana: Wild Arcana
True Archmage
Archmage Path Abilities
-Arcane Endurance
-Crafting Mastery
-Enduring Armour
-Enhance Magic Items
-Resilient Arcana
-Infectious Spell
-Channel Power
Universal Path Abilities
-Legendary Item (x2)
-Extra Mythic Power

Staff of Archmagus Fie'arden (Legendary Item):

Int 20 Wis 20 Cha 20
Ego ??? Alignment CG
Languages common, aquan, auran, ignan, terran, draconic
Legendary Power (2/2)
Surge (Concentration and caster level checks)
Difficult to Destroy To destroy the staff, it must be soaked in the blood of two soul mates, one of which must be a powerful divine spellcaster and the other a powerful arcane spellcaster. The curse that binds the intelligence housed within the staff can be removed with a mythic wish spell or similar effect. Doing so removes all mythic abilities from the staff but leaves the rest of its magic in place.

---Mythic Abilities---
Intelligent (x6)
-Skill Ranks (x2, Arcana and Spellcraft)
-Spellcasting (x2, Enchantment Foil (0/1), Getaway (1/1))
-Read Magic

---Non-Mythic Abilities---
+2 Defending Greenwood Quarterstaff
CL 10
2nd
-Enchantment Sight (1 charge)
-Investigative Mind (1 charge)
-Locate Object (1 charge)
-Share Language (1 charge)
-Undeath Sense (1 charge)
3rd
-Clairaudience/Clairvoyance (1 charge)
-Communal Darkvision (1 charge)
4th
-Locate Creature (1 charge)
-Sending (1 charge)
-Tough Crowd (1 charge)
5th
-Echolocation (2 Charges)
-Trace Teleport (2 charges)
-Telepathic Bond (2 charges)
-Mind Probe (2 charges)

Cost 102,000gp =
400x5x10/2 (one 5th level spell)
+ 300x5x10/2 (one 5th level spell)
+ 200x5x10/2 x 2 (two 5th level spells)
+ 200x4x10 x 3 (three 4th level spells)
+ 200x3x10 x 2 (two 3rd level spells)
+ 200x2x10 x 5 (five 2nd level spells)
+ 18000 (+2 defending)
+ 500 (greenwood quarterstaff)

Equipment:

Weapons & Armour
-
Consumables
-antiplague (x2, 100gp)
-antitoxin (x2, 100gp)
-potion of cure light wounds (x2, 100gp)
-Perfume Kit (10/10, 40gp)
Magical gear
-Handy Haversack (2000gp)
-Pathfinder's Pouch (1000gp)
-Cloak of Resistance +2 (4000gp)
-Headband of Vast Intelligence +2 (Planes, 4000gp)
-Belt of Incredible Dexterity +2 (4000gp)
-Ring of Protection +1 (2000gp)
-Lucky Horseshoe (1/1 6800gp)
Mundane Gear
-Masterwork Artisan's Tools (Craft Clothing, 55gp)
-Jewellery (100gp)
-Noble's Outfit (x5, 375gp)
-Signet Ring (5gp)
-Furs (12gp)
-Parasol (10gp)
-Umbrella (2gp)
-Ink (8gp)
-Inkpen (1sp)
-Journal (10gp)
-Chalk (x4, 4cp)
-Chalkboard (1gp)
-String (2x 50ft, 2cp)
-Mess Kit (2sp)
-Grooming Kit (1gp)
-Spell Component Pouch (5gp)
-Efficient Tent (150gp)
-Waterskin (1gp)
-Teapot (1sp)
-Tea (x22, 44cp)
-Trail Rations (x5, 25sp)
-Blanket (5sp)
-Bedroll (1sp)
-Paper Sheet (x4)
-Forgers Kit
-Forged Enre Letter of Permission
Money Platinum 0 Gold 2819 Silver 0 Copper 0

Fluff:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1-former movie/TV costume designer, worked mostly on historical dramas, was moving to teach costume design at college when she died
2-thrilled to be in a fantasy world with magic and wondrous beasts, want to learn/encounter everything
3-mixed feelings about the undeniable existence of gods and their meddling in mortal affairs
4-in her previous life, she slept around a lot but always dreamed of a fairy tale romance
5-

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1-Learn more about the mysterious benefactor that sent them to this world. Why Me? Why this world? Why give us Powers? How does this benefit the mysterious benefactor? What's the catch?
2-Learn enough about magic, gather enough wealth and create enough connections to start their own magic academy.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
known- For convenience, Alyarah has falsely claimed to be a noble from a neighbouring country.
unknown- The Staff of Archmagus Fie'arden houses the true soul of the Archmagus himself. Bound to the staff for all eternity by a curse from his rival, the great necromancer Nigann Assair, Fie'arden locked away much of his mind to prevent himself from going insane. If the truth were ever revealed or his mind unlocked, Fie'arden would beg to be released from the staff.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you
Onvilia von Rutter- a human from a noble family, first person Alyarah encountered in this new world, a friend and fellow apprentice, spoke out against Headmaster Obbla's actions against Alyarah, was kicked out of the Academy for doing so, and followed Alyarah
Rakorim- a catfolk retired adventurer, owns an alchemy/potion shop. Alyarah and Onvilia have been renting out an apartment above his shop. He has been teaching them what he knows about adventuring and alchemy
Okwozik Obbla- the gnome headmaster of Fie'arden Academy, hates Alyarah for taking the Staff of Archmagus Fie'arden away from the academy, can't believe the staff would bond with an apprentice when there are dozens of powerful mages amongst the academy's professors and alumni. Was about to kick Alyarah out of the Academy when she fled. Will try to retrieve the staff as he views it as being stolen.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
---1st memory---
Rounding the corner, Alyarah smashes into a lithe lady, books and papers spilling onto the floor. Oh, I'm so sorry. Alyarah says apologetically, still antsy on her feet.

Oh, that's quite all right. I'm partially to blame, I was too absorbed in thought... Pushing her spectacles back up her noise the lady finnally gets a good look at Alyarah and, more importantly, the staff which she carries. That's... That's the staff of Archmagus Fie'arden... How do you...? Why are you holding it?

The silvery orb intwined upon the top of the staff responds, Well, I can hardly walk by myself. Now, young lady, would you kindly escort us to the headmaster's office? I assume it's still in the east wing tower, but you know what I say about assumptions. Alyarah can't help but chuckle at the staff's attitude.

It speaks? But then it's awake and bonded... Looking incredulously at Alyarah, asking in a stern voice, Who are you? I've never seen you before.

My name is Alyarah Vloocahdae, you wouldn't have seen me before, I'm a... prospective student. May I have your name?

Onvilia von Rutter. You are looking for the headmaster's office, and the staff has bonded with you. You are not a thief. The new headmaster moved his office to the west wing tower. I will escort you.

West wing? Figures. The staff replies in disgust.

---2nd memory---
The voice in her mind did little to distract her from the pain of riding a horse. Next time, she would steal a carriage, she promised herself. You think you'll get away with this?! We have ways of finding you. Headmaster Obbla's voice only added to the discomfort.

Oh, you're still in your office? Haha, you might want to check on the divination department. It's kinda... on fire? I figure I have a day's head start, and you're gonna have bigger fish to fry with half the faculty threatening to quit on you. Alyarah was surprised she had nothing to do with that last part.

Bah, fools, stuck in the past. I'm the future of this school, whether they can see it or not. I saved this school from its dwindling fame. I secured new funding. I WILL take back what you've stolen.

Stolen?! Please. It begged me to take it from that vault you keep it locked in. Not my fault, it knows greatness when it sees it. Her boast was only half genuine, mostly she just wanted him to stop talking to her. He did sever the link but only after calling her several unrepeatable names.

---3---
meeting Rakorim...

Build Plans:

Class Levels
arcanist - 5 levels
enchanting courtesan - 6 levels
arcanist - 9 levels
Feats
-spell focus (enchantment)
-quick draw
-master alchemist
-weapon finesse
-extra reservoir
-weapon focus (melee touch)
-greater spell focus (enchantment)
-extra reservoir
-extra reservoir
Exploits
-quick study
-item Crafting (wondrous items)
-metamagic knowledge (heighten spell)
-counterspell
-counter drain
-greater counterspell
Alchemist Discoveries
-chameleon
-sticky poison
-celestial poisons
-malignant poison
-preserve organs
-extend potion
-eternal potion
-preserve organs
-
Skills
Focus on Int and Cha skills at first, eventually become skill monkey
Spells
Wide variety of spells, especially utility spells, and a small focus on enchantment and divination spells