Amelexis Dusk's page

469 posts. Alias of Profession Smith 6 ranks.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 3/11 |


Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 0/4 | wand of CLW (39/50) | Conditions: none

About Amelexis Dusk

Name Amelexis Dusk
NG Medium humanoid (human/outsider [native])
Race Aasimar (Musetouched)
Gender Female
Age 26 DoB 10/20/????
Class Bard (Archivist) Level 3
Init +7; Senses darkvision 60 ft.; Perception +0
AL Neutral Good
AC 16, touch 13, flat-footed 13
(+2 armor, +3 Dex, +1 shield)
hp 21
Fort +1, Ref +6, Will +3; +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
[dice=Amelexis Dusk Fortitude Saving Throw]1d20+1[/dice]
[dice=Amelexis Dusk Reflex Saving Throw]1d20+6[/dice]
[dice=Amelexis Dusk Will Saving Throw]1d20+3[/dice]
Speed 30 ft.
Melee mwk rapier +3 (1d6 piercing/18-20) or silver gladius +2 (1d6-1 piercing, silver/19-20) or dagger +2 (1d4 piercing, slashing/19-20)
[dice=Amelexis Dusk mwk rapier]1d20+3[/dice] for [dice=piercing damage]1d6[/dice] (18-20)
[dice=Amelexis Dusk silver gladius]1d20+2[/dice] for [dice=piercing, silver damage]1d6-1[/dice] (18-20)
[dice=Amelexis Dusk dagger]1d20+2[/dice] for [dice=piercing, slashing damage]1d4[/dice] (19-20)
Ranged light crossbow +5 (1d8 piercing/19-20)
[dice=Amelexis Dusk light crossbow]1d20+5[/dice] for [dice=piercing damage]1d8[/dice] (19-20)

Special Attacks bardic performance 11/11 (countersong, distract, fascinate, inspire competence +2, naturalist)

Bard Spells Known (CL 3rd; concentration +6):
0—detect magic, light, prestidigitation, read magic, resistance, sift
1st (4/day)—coin shot, comprehend languages, cure light wounds, saving finale
Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Lingering Performance, Improved Initiative
Traits Monument Scholar (campaign), Criminal [Disable Device: +1 trait bonus, class skill] (social), Sustaining Performance (regional)
SKILLS (Class Skills In Bold) (11/level: 6 + 3 Int + 2 Background)
Background Skills: Appraise, Artistry, Craft, Handle Animal, Knowledge (engineering, geography, history, nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand

[dice=Amelexis Dusk Acrobatics Check]1d20+2[/dice] (+3 Dex, -1 ACP)
[dice=Amelexis Dusk Appraise Check]1d20+3[/dice] (+3 Int)
[dice=Amelexis Dusk Artistry Check]1d20+3[/dice] (+3 Int)
[dice=Amelexis Dusk Bluff Check]1d20+3[/dice] (+3 Cha)
[dice=Amelexis Dusk Climb Check]1d20-1[/dice] (-1 ACP)
[dice=Amelexis Dusk Craft () Check]1d20+3[/dice] (+3 Int)
[dice=Amelexis Dusk Diplomacy Check]1d20+11[/dice] (+3 ranks, +3 class, +2 racial, +3 Cha)
[dice=Amelexis Dusk Disable Device Check]1d20+10[/dice] (+1 rank, +3 class, +1 trait, +3 Dex, +1 tf, +2 mwk, -1 ACP)
[dice=Amelexis Dusk Disguise Check]1d20+3[/dice] (+3 Cha)
[dice=Amelexis Dusk Escape Artist Check]1d20+2[/dice] (+3 Cha, -1 ACP)
[dice=Amelexis Dusk Fly Check]1d20+2[/dice] (+3 Cha, -1 ACP)
[dice=Amelexis Dusk Handle Animal Check][/dice] (untrained)
[dice=Amelexis Dusk Heal Check]1d20[/dice] (+0 Wis)
[dice=Amelexis Dusk Intimidate Check]1d20+3[/dice] (+3 Cha)
[dice=Amelexis Dusk Knowledge (arcana) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (dungeoneering) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (engineering) Check]1d20+4[/dice] (+1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (geography) Check]1d20+4[/dice] (+1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (history; general) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (history; Varisia) Check]1d20+11[/dice] (+10, +1 trait)
[dice=Amelexis Dusk Knowledge (history; Magnimar) Check]1d20+12[/dice] (+10, +2 trait)
[dice=Amelexis Dusk Knowledge (local) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (nature) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (nobility) Check][/dice] ()
[dice=Amelexis Dusk Knowledge (planes) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Knowledge (religion) Check]1d20+10[/dice] (+3 ranks, +3 class, +1 BK, +3 Int)
[dice=Amelexis Dusk Linguistics Check][/dice] (untrained)
[dice=Amelexis Dusk Lore Check][/dice] (untrained)
[dice=Amelexis Dusk Perception Check]1d20+4[/dice] (+1 rank, +3 class, +0 Wis)
[dice=Amelexis Dusk Perception Check (finding traps)]1d20+5[/dice] (+4, +1 tf)
[dice=Amelexis Dusk Perform (oratory) Check]1d20+11[/dice] (+3 ranks, +3 class, +2 racial, +3 Cha)
[dice=Amelexis Dusk Profession () Check][/dice] (untrained)
[dice=Amelexis Dusk Ride Check]1d20+2[/dice] (+3 Dex, -1 ACP)
[dice=Amelexis Dusk Sense Motive Check]1d20[/dice] (+0 Wis)
[dice=Amelexis Dusk Sleight of Hand Check][/dice] (untrained)
[dice=Amelexis Dusk Spellcraft Check]1d20+9[/dice] (+3 ranks, +3 class, +3 Int)
[dice=Amelexis Dusk Spellcraft Check (ID magic items, decipher scrolls)]1d20+10[/dice] (+9, +1 [1/2 bard levels])
[dice=Amelexis Dusk Stealth Check]1d20+6[/dice] (+1 rank, +3 class, +3 Dex, -1 ACP)
[dice=Amelexis Dusk Survival Check]1d20[/dice] (+0 Wis)
[dice=Amelexis Dusk Swim Check]1d20-1[/dice] (-1 ACP)
[dice=Amelexis Dusk Use Magic Device Check][/dice] (untrained)
! Amelexis gets a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

For Level 2, took rank in Stealth instead of Disable Device. For level 3, Perception.

Languages Aquan, Azlanti, Common, Thassilonian
SQ alternate racial traits (scion of humanity, frozen in time/variant aasimar ability #19, Blood of Angels, p. 18), lore master (take 20 1/day), magic lore, trapfinding +1
Gear mwk rapier [320/2], silver gladius [35/3], dagger [2/1], light crossbow [35/4], 20 bolts [2/2], lamellar cuirass [15/8], buckler [5/5], masterwork backpack [50/4], belt pouch [1/0.5], spell component pouch [5/2], mwk thieves’ tools [100/2], sewing needle with silver thread [0.5/--], several small patches of black leather cut into the shape of small feathers [4.5/?], journal, inkpens, 2 vials ink, piece of Irespan stone, Magnimar Blue Book [5/1], 3 acid flasks, 1 vial holy water, wand of cure light wounds (50 charges)

Carrying Capacity (Str 11) Light: 38 lbs. or less; Medium: 39–76 lbs.; Heavy: 77–115 lbs.
Gold 485 gp
Height 5’7”
Weight 111 lbs.
Eye Color Tropical Blue
Hair Color Black
Region of Origin Haven, the Azure Gulf
Parents Regions of Origin Haven, the Azure Gulf

Appearance Amelexis is one of those rare aasimar whose appearance froze when she reached maturity. Though she’s 26, her looks are that of a girl in her early-to-mid teens. Her eyes are large, unblinking for long periods of time, and the color of the tropical sea. Lexi is also near-sighted and wears a pair of reading spectacles near the tip of her small nose. Her glossy black hair is long, straight, and smells faintly of the sea (partly from her aasimar heritage, and partly from daily cleanings via prestidigitation). Alas, Lexi did not inherit her mother’s bounteous womanly curves; though standing almost half-a-foot taller than her mom, Lexi barely outweighed her, having small breasts, narrow hips, and long, slim legs. Her skin is flawless, however, and her facial features fine and fair…almost elven in their delicacy.

Personality Amelexis is a bit of an enigma…a walking, talking personified contradiction. Although usually painfully shy around strangers, once she starts talking she grows confident and engaging…right up to the point where she doesn’t know enough to shut up and stop being an insufferable know-it-all. She’s generally quiet but in a quirky, upbeat sort of way. She has a tendency to occasionally go off on weird tangents and speak in non-sequiturs (e.g.—“My parents are legendary heroes: You’ve probably never heard of them.”).

One physical quirk that occasionally manifests itself is that she will lapse into a coma some nights. In the morning she can be found with her peculiar eyes wide open and staring sightlessly, and can easily be mistaken for dead (similar to the effects of a lich’s paralyzing touch). The Heidmarchs have witnessed this strange trance on several occasions and will warn Lexi’s new companions of it before sending her out into the world. Thankfully, all it takes to bring the girl out of her stupor is a hearty shaking. Most days after such an episode Lexi is skittish and paranoid; rarely, however, she emerges ebullient and full of hope and vigor, happy to be alive.

Backstory Amelexis Dusk is the only child of a pair of heroes from another world, another material plane of existence, and is named after her mother’s two dearest friends and adventuring comrades: the daring swashbuckler Amelia and the stunningly beautiful wizard Alexis. Her mother was (is?) the lovely and enchanting bard nicknamed Blackbird, while her father is/was an aasimar crusader named Valcalthar. Her parents met while battling various evils that threatened to overwhelm their home world, marrying and settling down only after it appeared the day had been won and a lasting peace imminent. Alas, a lich they thought destroyed returned two decades after Amelexis was born, kidnapping the young woman and holding her hostage. The lich rendered her helpless with its paralyzing touch, deposited her in a magical stasis-field sarcophagus for safekeeping, and hid his pretty bargaining chip away in a cave on another material plane.

Whether the lich then killed her parents or was destroyed without revealing her location to them, Lexi doesn’t know. Indeed, the young aasimar doesn’t know how many years she rested in near death in her cold sarcophagus prison until the Heidmarchs found and released her. (Sheila believes it was multiple centuries but hasn’t the heart to tell the poor girl.) The couple took the lost soul in, giving her a job in Heidmarch Manor as a maid, but they soon realized that Amelexis was different…special. First off, the girl didn’t seem to age a day (a strange side effect from her aasimar blood and the lich’s long paralytic touch); also, the young woman had a voracious appetite for knowledge of her new world, current or past, devouring any tome she could get her hands on and digesting their contents for later recall. Lexi has perused much of the contents of the library in the Pathfinder lodge, including some stuff that was secured in locked cabinets, desk drawers, and semi-secret vaults. She’s recently offered her part-time services as an amateur scribe to one of the manor’s perennial boarders, the sly Varisian wizardess named Almya Gorangal.

Amelexis also took a sharp interest in Magnimar’s magical monuments, studying them to learn each one’s mystical effect. While Lexi occasionally takes in a cultured play at the nearby Triodea, she’s a much more frequent patron at the Serpent’s Run arena, cheering the action from the copper benches unless golem battles or hydra baiting is scheduled (in which case she sucks it up and pays a bit more coin to get closer to the action to view the marvelous creations and mystical beasts).

Realizing that Lexi would one day be a natural to join the Pathfinder Society, the Heidmarchs groomed her for just such a future. Now that future is come, and the married couple is ready to loose their prodigy on the unsuspecting world….

Aasimar (Musetouched) Racial Traits
Ancestry: Azata
Typical Alignment: Chaotic Good
Ability Modifiers +2 Dex, +2 Cha
Alternate Skill Modifiers Diplomacy, Perform
Alternate Spell-Like Ability glitterdust*
* Traded out for the following variant aasimar abilities (Blood of Angels, p. 18)
Shallow Breathing: You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness.
Frozen in Time: Once you reach adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Archivist Archetype:

ARCHIVIST Advanced Player’s Guide, p. 80
Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.
Bardic Performance
An archivist gains the following types of bardic performance:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
This ability replaces inspire courage.
* Probably means Extraordinary (because there is no such thing as “exceptional” abilities).
Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.
Pedantic Lecture (Su): At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.
*Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.
(see Editor’s Note below)
Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.
Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.
Probable Path (Ex): At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.
Editor’s Note
The designer of this archetype has clarified that the entry is intended as a modification to the normal lore master bard ability, not a replacement for it. The intent of the ability is that the Archivist retains all other aspects of the lore master ability. This is not yet official errata, but GMs are encouraged to use the ability as it was intended by the designer.

LEXICON OF LEXI (A Collection of Amelexis Dusk’s In-Game Knowledge Checks; Updated 8/10/19):

(Successes in BOLD; Likely Successes in BOLD ITALICS, Failures in Regular Text)

Post # - Knowledge Check - Roll Total - Info Gained

  • #10 Local—Gnomes 20 "Gnomes: Short of stature, many having an innate magic about them. Highly abnormal eyebrows and hair color in general. Not that that's important. Typical humanoid weak points: various vulnerable arteries such as the jugular, will die if decapitated. Can see well in low-light situations."

  • #10 Local—Goblins 17 "Goblins: Short of stature, most having an innate mischievousness about them...and a generally destructive love of fire. Hate dogs and horses. Will eat almost anything...or try to. Allegedly dwell in parts of our sewage system. Typical humanoid weaknesses as well. Can see in the dark."

  • #10 History—Magnimar 28 "This monument depicts the twin wizards Cailyn and Romre Vanderale and their adventuring party, the Eyes of the Hawk, as they defeated the monstrous, spidery shriezyx that erupted from the Irespan in 4623 AR. The Irespan is that gigantic broken bridge over there (she takes the time to point out the unmissable, 250-foot tall ruined structure to the west). Interestingly, shriezyx are semi-intelligent aberrations and not mindless vermin. Important, because this monument's boon--if you can get it--is a slight increase to weapon attacks against all aberrations for a full 24 hours.”

  • #36 Local—Koriah Azmeren 25 Koriah Azmeren, one of Varisia's most famous Pathfinders, is considered an expert on the subject of the Darklands[1] and is a member of the Sihedron Council. Koriah's exploits were chronicled in Volume 44 of the Pathfinder Chronicles, where the confirmation of the existence of the drow was first published.

  • #36 Geography—Nar-Voth 16 The uppermost region of the Darklands, loosely defined as descending from the surface of Golarion to a depth of about 2,000 feet.

  • #36 Geography—Fogscar Mountains 6 FAIL

  • #36 Geography—Augustana 20 Augustana is an Inner Sea port city in the nation of Andoran located on Aspo Bay. It is the second-largest city in the nation, and boasts one of the largest shipyards of the Inner Sea region. Also, Adistan's port of departure before his accident.

  • #36 Geography—Bakrakhan 20 Bakrakhan, the realm of wrath, was one of the seven nations which formed the ancient empire of Thassilon in northwestern Avistan.

  • #46 Nature—Pugwampis 15* You recognize these creatures as Pugwampi, a type of fey and gremlin. Are slightly resistant to damage from any weapons not made of cold iron. *Affected by aura of unluck; original roll was a 20.

  • #68 Local--Sczarni gangs of Magnimar 19 The Sczarni have been a part of Magnimar from the start—they’re not the most dangerous or powerful of the city’s criminal organizations, but they are the most visible. The Sczarni generally don’t involve themselves in particularly violent crimes, and in many cases in Magnimar, they actually help to protect and police less fortunate neighborhoods, and as such are often well regarded by the lower-class. There are six major Sczarni gangs in the city: the Creepers, Doolun’s Lads, the Gallowed, the Tower Girls, the Washside Wringers, and the Wreckwash Blades, with the Gallowed being the most powerful Sczarni family in the city.

  • #71 Local--Great Zograthy 23 Nuthin'!

  • #144 Local--Sczarni bars 16 " for the Sczarni, they're most active here in Dockway (Lexi points at the ground beneath her feet), in Lowcleft (she points due east), and in Beacon's Point (she points due south)."

  • #167 Nature--Rats 27 Small, prolific rodents with yellowed, oversized front teeth. Unlikely to maul you when alone or gathered in small numbers, but have a frightful tendency to swarm in groups numbering in the hundreds. Unlike with many swarms, weapons CAN avail you against rats, with bludgeoning ones being most effective by far. Also, can grow to unusual size, especially the bestial version identified with the 'dire' designation.
    Can come at you from nearly every direction: they can run swiftly, climb, and swim well. Rumors of flying rats unconfirmed at this time. Can allegedly be domesticated, and some wizards (those wishing to boost their own weak fortitudes) train them as familiars. This link to one's constitution undoubtedly originates from the fact that most rats are disease-ridden plague-carriers that nevertheless thrive in the vilest of environments. They are most active at night and can be found nearly anywhere, though trash-strewn alleys and city sewers are their favorite haunts.

  • #485 Local--Humans 13 (Basic human stuff, I guess)

  • #701 Local--Crow Piling/Irespan 27 (size/dimensions, may be hollow, might hold ancient monsters)

  • #788 Local--Lycanthropes 25 (Favored environs, DR/silver, shapechanging, more?)