Seltyiel

Amarthecthel's page

777 posts. Organized Play character for Tarondor.


Full Name

Amarthecthel

Race

Elf

Classes/Levels

Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Gender

Male

Size

Medium

Age

125

Alignment

Neutral Good

Deity

Yuelral

Languages

Common, Ancient Osirioni, Celestial, Elven, Sylvan, Varisian, Draconic, Thassilonian

Strength 18
Dexterity 14
Constitution 16
Intelligence 20
Wisdom 8
Charisma 7

About Amarthecthel

Character Statblock:

Amarthecthel
Male elf magus (hexcrafter) 10 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 21, touch 14, flat-footed 19 (+7 armor, +2 deflection, +2 Dex)
hp 83 (10d8+30)
Fort +12, Ref +8, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cold iron scimitar +13/+8 (1d6+5/18-20) or
. . dagger +11/+6 (1d4+4/19-20) or
. . light flail +11/+6 (1d8+4)
Ranged composite longbow +9/+4 (1d8+4/×3)
Special Attacks arcane pool (+3, 10 points), hex arcana (accursed strike[UM], arcane accuracy[UM], evil eye[APG], familiar[UM], flight[APG]), improved spell combat, spellstrike
Magus Spell-Like Abilities (CL 10th; concentration +15)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 10th; concentration +15)
. . 4th—greater invisibility, monstrous physique II[UM]
. . 3rd—force punch[UM] (DC 18), haste, ray of exhaustion (DC 18), slow (DC 18)
. . 2nd—alter self, frigid touch[UM] (2), mirror image, scorching ray
. . 1st—frostbite[UM] (2), magic missile, shield, shocking grasp (2), vanish[APG] (DC 16)
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
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Statistics
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Str 18, Dex 14, Con 16, Int 20, Wis 8, Cha 7
Base Atk +7; CMB +11; CMD 25
Feats Extra Arcana[UM], Improved Familiar, Intensified Spell[APG], Power Attack, Rime Spell[UM], Weapon Focus (scimitar)
Traits magical lineage, wayang spell hunter
Skills Bluff +1, Craft (weapons) +13, Fly +9, Intimidate +11, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (local) +15, Knowledge (planes) +10, Linguistics +6, Perception +7, Spellcraft +18 (+20 to identify magic item properties), Swim +10, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Osiriani, Celestial, Common, Draconic, Elven, Sylvan, Thassilonian, Varisian
SQ arcane focus[ARG], elven magic, fighter training, hex (slumber[APG]), hex arcana, hex magus, knowledge pool, medium armor
Combat Gear cold iron arrows (50), pearl of power (1st level), pearl of power (1st level), potion of blur, scroll of knock, knock, wand of cure light wounds (48 charges), wand of invisibility (15 charges), wayfinder, shining; Other Gear +1 mithral chainmail, +1 cold iron scimitar, composite longbow (+4 Str), dagger, light flail, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, headband of vast intelligence +2, pink rhomboid ioun stone, ring of protection +2, backpack, bedroll, bell, belt pouch, book - the inward-facing circle (+2 knowledge (planes) re: devils), candle (10), cold weather outfit, continual flame (heightened to 4th level) on my dagger, elven trail rations[UE] (5), grappling hook, masterwork tool, silk rope (50 ft.), 14,494 gp
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Special Abilities
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Accursed Strike (Sp) Can use spells with the curse descriptor with spellstrike, even if they are not touch.
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +3 (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (8 rounds, DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fighter Training (Ex) Add half your Magus level to your Fighter level for the purpose of feats.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (10 rounds, DC 20) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Background:
Amarthecthel was raised in the elven nation of Kyonin and was trained in both wizardry and martial combat, raised to believe that the two were merely different expressions of the same whole. While strong and intelligent, he made certain poor choices in insulting an elf of a noble house. His elders made it clear that for the sake of peace and tranquility, it was best that Amarthecthel leave Kyonin and not return for several centuries.

Idealistic and well trained, he soon decided to become a crusader in the Worldwound. Then he met the paladin Ollysta Zadrian, who, perhaps seeing that the elf was more of an individualist than would do well among the crusades, convinced him instead to join the Silver Crusade within the Pathfinder Society, an excellent outlet both for his idealism and whimsical elven nature.

Personality:

Amarthecthel is an aggressive risk taker. He struggles with the need to work in groups, often making decisions without consulting his allies. He is nonetheless an extremely dedicated ally and Pathfinder. He relishes the good fight and has little patience with those who would see the world in moral shades of gray. He opposes evil, tyranny, greed and corruption in straightforward and usually violent ways.

To non-elves, Amarthecthel can seem a confusing contradiction, aloof and condescending one moment, joking and whimsical the next. He would say that this is merely the result of being long-lived. He is indulgent with gnomes, seeing them as fellow inheritors of the First World. He adores hunting, dancing, fine clothing, art, wine, magic and crystals.

Dedicated to the goddess Yuelral, elven goddess of magic and crystals, Amarthecthel aspires to own fine examples of crystalline jewelry, particularly ioun stones.

Details on the goddess Yuelral:

[Yuelral is the Elven goddess of magic. She is a patron of both divine and arcane magic but prefers magic that deals with the natural world rather than magic that deals with metal and other artificial things. She is frequently worshiped by jewelers because of her affinity with crystals. These jewelers never cut their crystals, instead embracing their natural beauty. Yuelral is quick to embrace half elves, seeing past their mixed heritage to what lies within.

In elven art Yuelral is always shown as an elven woman in normal, simple dress. She has wise eyes and is surrounded by orbiting magical crystals much like ioun stones. Her symbol is three crystals of pink, blue and green overlapping in the middle to form a six pointed star shape surrounded by a golden circle.

Bonuses and Boons:

Known to the Pathfinders as an expert in dealing with the Hao Jin Tapestry (#3-19 The Icebound Outpost )

DEFENDER OF NEROSYAN - While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 or more by 3. You gain a 5% discount on any magical items that require a spell with the Good descriptor.

GIFT OF THE GHAELE - Sulianna the Luminescent, an azata whom you rescued, owest you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle Sheet
You may cast aid, detect thoughts, lesser restoration or see invisibility.

MILLENNIAL LORE - In return for her freedom, Melabdara promised you a future service. WHen you would fail to earn a Prestige Point at the end of a scenario, you may call upon Melabdara to provide you with long-lost information that might prove just as enticing to your faction as your assigned mission and that earns you 1 Prestige Point as though you had completed the faction mission. This boon may only be used for faction missions and may not apply to a scenario's success conditions. When you use this boon, cross it off the Chronicle Sheet.

SOLDIER OF PEACE (Silver Crusade) - You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.

PORTABLE TECHNOLOGIST - The explorer Isirah Tana may be constrained to the compact AI core into which she’s imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform skill checks and other tasks as though you possessed the Technologist feat (Technology Guide 7), and at the end of the adventure, you can freely retrain one feat into the Technologist feat. Alternatively, you can collaborate with Isirah before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of these benefits, cross this boon off your Chronicle sheet.

FIRE AFFINITY

EFREETI ARCANA - 0 - Check this box to scribe two spells of a level no higher than your highest level spell. Alternately, scribe three if they all have the fire descriptor.

SAVIOR OF THE TAPESTRY - Can call on various NPCS. Spend 2 PP to learn their language. Check box as a standard action to consult the NPC. Use their bonus in place of your own for the listed skill. Finally, you can check a box to receive that NPC's special bonus.

Skill: Level 9-10: +18; Level 11+: +22

00 - Aspiring warrior (lizardfolk). Language: Draconic, Skills: Acrobatic, Swim. Special: Add +1d6 on all damage rolls for 1 round.

00 - Canny Survivalist (Round Mountain) Language: Undercommon. Skills: Handle Animal, Survival. Special: Gain the benefit of flanking on all attacks for one round.

00 - Curious Scholar (Patchwork Allies): Language: Tien. Skills: Knowledge (History or Planes); Special: Reroll a knowledge skill before learning the resutls.

00 - Rescued Gemsmith: Language: Dwarven; Skills: Appraise, Perception. Special: The dwarf casts detect secret doors or locate object (CL equal to your level).

00 - Serene Kappa; Language: Aquan; Skills Heal, Sense Motive; Special The kappa casts Water Breating (CL equal to your level).

00 -Traveling Priest; Language: Celestial; Skills: Diplomacy, Knowledge (Religion); Special: Damage a touched haunt, as if a paladin of your level used lay on hands.

RADIANT RUBY FEATHERS - 00 - Check a box to cast one spell-like ability.: Burning hands, cure moderate wounds, lesser restoration, cure serious wounds, fireball, scorching ray, cure critical wounds, restoration and wall of fire. Using Restoration to remove a permanent negative level requires checking off both
boxes.

At 12th level, add heal and sirocco to the list. Casting either requires checking both boxes.

Kalimardian, Faerie Dragon Familiar:

Kalimardian CR –
Female faerie dragon (Pathfinder RPG Bestiary 3 91)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
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Defense
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AC 23, touch 16, flat-footed 19 (+3 Dex, +1 dodge, +7 natural, +2 size)
hp 41 (3d12+3)
Fort +8, Ref +6, Will +9
Defensive Abilities improved evasion; Immune paralysis, sleep; SR 13
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +3 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 16 negates, usable every 1d4 rounds), deliver touch spells
Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—enlarge person (DC 14), grease, liberating command[UC]
. . 0 (at will)—detect magic, ghost sound (DC 13), light, mending, prestidigitation
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Statistics
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +7; CMB +8; CMD 18 (22 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 to jump), Bluff +9, Diplomacy +9, Fly +26, Intimidate +16, Linguistics +7, Perception +11, Sense Motive +8, Spellcraft +16, Stealth +17, Swim +17, Use Magic Device +16
Languages Common, Draconic, Elven, Sylvan; speak with animal (same kind only), speak with master, telepathy 100 ft.
SQ empathic link
Combat Gear wand of magic missile (CL 3rd, 25 charges)
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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 16 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (13) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Girtablilu Form:

Amarthecthel (Polymorphed into a Girtablilu)
Male elf magus (hexcrafter) 10 (Pathfinder RPG Ultimate Magic 9, 48)
CG Large humanoid (elf)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 23, touch 12, flat-footed 22 (+7 armor, +2 deflection, +1 Dex, +4 natural, -1 size)
hp 83 (10d8+30)
Fort +12, Ref +7, Will +8
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Offense
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Speed 50 ft.
Melee +1 cold iron scimitar +14/+9 (1d8+7/18-20) or
. . 2 claws +8 (1d6+4 plus grab), sting +8 (1d6+4)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 22, Dex 12, Con 16, Int 20, Wis 8, Cha 7
Base Atk +7; CMB +14 (+18 grapple); CMD 27