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Amria Ushalstalker's page

No posts. Organized Play character for drayen.


Race

Dhampir

About Amria Ushalstalker

Amria Ushalstalker
Male Dhmapir [Cheliax (Nidal)] Wizard [Illusionist (shadowcaster, Thassilonian Specialist) 3
LN Medium Humanoid (dhampir)
Init +0; Senses Darkvision, Low-light vision; Perception +0
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DEFENSE
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AC 16, touch 16, flat-footed 16 [(dex +0, armour +3(force armour +6)]
hp 32 (3d6+9+9) (+2 CON, +3 Favored Class, +9 Archmage)
Fort +3, Ref +1, Will +3; +2 vs. disease and level drain; -1 vs sonic effects and spells
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OFFENSE
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Speed 30 ft
Melee Cestus +1 1d4 x2 B or S
.. Dagger +1 1d4 19-20/x2 P or S or
.. Spiked Chain -3 2d4 x2 P or S or
.. +1 Shadowy Spiked Chain -2 2d4+1 x2 P or S or
Ranged Dagger +2 1d4 19-20/x2 10' P or S or
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-like Ability (CL 3rd) erase
Wizard Spells Prepared (CL 7th [8th - tenebrous spells (9th shadow weapon)]; concentration +12 (+1 tenebrous spells, +4 spells with darkness, pain or shadow descriptor)
2nd -- darkness, mythic, tenebrous (DC 22) x2, false life, mythic (2d8+14) (DC 17) x2, haunting mists (DC 21) x2,
1st -- color spray, mythic (DC 20) x2, illusion of calm, magic missile, shadow weapon, mythic, tenebrous (DC 21) x2, silent image (DC 20)
0 (at will) -- disrupt undead, detect magic, haunted fey aspect, read magic
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STATISTICS
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Str 10, Dex 12, Con 14, Int 20, Wis 10, Cha 8
BAB +1, CMB +2, CMD +13
Archmage Path Abilities Arcane Endurance, Enduring Armour, Tangible Illusion
Feats Greater Spell Focus (illusion), Mythic Spell Focus (illusion), Mythic Spell Lore (color spray, shadow weapon, darkness), Spell Focus (illusion), Tenebrous Spell
Traits Kuthite Caster (Religion: Zon-Kuthon), Nidalese Shadowcaster (Region: Nidal)
Skills Acrobatics +3, Bluff -1, Climb +0, Diplomacy -1, Disguise -1, Escape Artist +1, Intimidate -1, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (planes) +9, Perception +0, Perform -1, Ride +1, Sense Motive +0, Spellcraft +11, Stealth +1, Survival +0, Swim +0, Racial Modifiers +2 Acrobatics and Knowledge (dungeoneering)
Languages Abyssal, Ancient Osiriani, Chelaxian, Common, Draconic, Hallit, Infernal, Shadowtongue, Thassilonian

SQ arcane focus +2 to concentration checks to cast defensively, arcane movement, dance of avoidance, greater, elven immunities immune to sleep effects, +2 on saves vs. enchantment spells and effects, elven magic +2 to overcome spell resistance, +2 Spellcraft checks to identify magic items, spell dance

Combat Gear Cestus, Dagger, Spiked chain, Rosewood armour Other Gear Hot Weather Outfit, Parasol, Pathfinder's Kit, Saddle bags, Smoked goggles, Spellbook

Spellbook
0 -- arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue
1st -- anticipate peril, burning hands, cause fear, chill touch, color spray, color spray, mythic, disguise self, endure elements, illusion of calm, magic missile, ray of enfeeblement, shadow weapon, shadow weapon, mythic, shield, shocking grasp, silent image, sleep, true strike, vanish
2nd -- darkness, haunting mists

Weight 54.5
Light Load 99 Medium Load 198 Heavy Load 300

Archetypes:

Thassilonian Specialist
Source Inner Sea Magic pg. 17
Only wizards can truly follow the ancient philosophies created by Thassilon’s runelords, for only wizards have the capability to specialize in a school of magic.

The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Thassilonian Magic: While the concept of wizard specializations along the classically recognized schools of magic certainly dates back to the time of Azlant, and perhaps beyond into the dim recesses of time before humanity rose to prominence, it was the runelords of Thassilon who explored school specialization to its full extreme.

Focusing their research on the discovery that each school of magic was opposed by two specific opposition schools, the runelords developed methods of further enhancing their mastery over their chosen arcane specialties. Essentially, they defined these seven schools as much by what they couldn’t do as by what they could. By excising “impurities” introduced by fixed oppositional schools, they traded arcane versatility for greater strength in their chosen fields. The seven schools of Thassilonian Magic are presented here.

Envy (Abjuration): The art of suppressing magic other than your own. Prohibited Schools: evocation, necromancy.
Gluttony (Necromancy): Magic that manipulates the physical body to provide for an unending hunger for life. Prohibited Schools: abjuration, enchantment.
Greed (Transmutation): Magically transforming things into objects of greater value or utility, and enhancing the physical self. Prohibited Schools: enchantment, illusion.
Lust (Enchantment): Magically controlling and dominating other creatures to satisfy your desires, and manipulating others’ minds, emotions, and wills. Prohibited Schools: necromancy, transmutation.
Pride (Illusion): Perfecting your own appearance and domain through trickery and illusions. Prohibited Schools: conjuration, transmutation.
Sloth (Conjuration): Calling agents and minions to perform your deeds for you, or creating what you need as you need it. Prohibited Schools: evocation, illusion.
Wrath (Evocation): Mastery of the raw destructive power of magic, and channeling those destructive forces. Prohibited Schools: abjuration, conjuration.

Shadowcaster
Source Inner Sea Magic pg. 39
Trained in the dark mysteries of Nidal’s Umbral Court and its Kuthonite dogma, your training allows you to harness the power of shadows to bolster your spellcasting. A shadowcaster has the following class features.

Shadow Spells (Su): At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highestlevel wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language. This ability replaces arcane bond.

Shadowsight (Ex): At 5th level, a shadowcaster gains darkvision 60 feet. This ability replaces the shadowcaster’s 5th-level wizard bonus feat.

Shadowy Specialization (Ex): At 10th level, when a shadowcaster casts shades, shadow conjuration, shadow evocation, and similar illusion spells that have a listed fraction of the strength of real effects, he increases the percentage of damage caused by the spell’s effect or summoned creatures by one-fifth (+20%) against creatures that make their saving throw against the effect, up to a maximum of 100% of the strength. For example, shadow evocation and shadow conjuration deal 40% normal damage on a successful save instead of 20%. This ability replaces the shadowcaster’s 10th-level wizard bonus feat.

Shadow Feats
Shadow Gambit ISM pg. 15
Prerequisites: Spell Focus (Illusion), caster level 5th
Benefit: As a standard action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell you cast to damage a foe as if the illusion were real. The illusion must be one you retain ongoing control of, such as minor image, and the target must be both visible to you and within or adjacent to the area of your illusion. Using this feat immediately ends the figment's duration.
You must either make a melee touch attack or give the target a saving throw (Fortitude or Reflex) to resist the damage (see below). If you choose a melee touch attack, you use your own melee touch attack bonus, and if you miss, the spell deals no damage. If you choose to allow the target a saving throw, a successful save means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or sees through the illusion, reduce the damage by half.
The shadowy attack can deal acid, bludgeoning, cold, electricity, fire, piercing or slashing damage, but the damage must be appropriate to the illusion. For example, an illusory wall that collapses deals bludgeoning damage with a Fortitude save for half, an illusory swordsman strikes with a melee touch attack deals slashing damage and an illusory wall of fire deals fire damage with a Reflex save for half.

Shadow Grasp (Metamagic) ISM pg. 15
Prerequisites: Tenebrous Spell, Umbral Spell
Benefit: When you cast a spell with the Darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell's DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature's spell resistance means it is not entangled.
An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area.
You are never impeded by the effects of your spells modified by this feat. A Shadow Grasp spell uses up a slot one level higher than the spell's actual level.

Tenebrous Spell (Metamagic) ISM pg. 15
Benefit: When you cast a tenebrous spell in darkness or dim light, the spell's effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a -2 penalty on the dispel check.
Casting a tenebrous spell in bright light is difficult and requires a concentration check (DC 15 + twice the tenebrous spell's effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check.
You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell slot one level higher than the spell's actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes.

Umbral Spell (Metamagic) ISM pg. 15
Prerequisite: Tenebrous Spell
Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell's unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot two levels higher than the spell's actual level.
You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.

Shadow Traits
Nidalese Shadowcaster (Regional) ISP pg. 15 – You have studied with the feared shadowcasters of Nidal. Choose one spell with the shadow descriptor – from this point on, whenever you cast this spell, its effects manifest at +1 caster level.

Kuthite Caster (Zon-Kuthon) FoC pg. 15 – You gain a +4 trait bonus on Concentration checks when casting spells with the darkness, pain or shadow spell descriptors.

Darkness and Shadow Spells
1st
Shadow Weapon UM pg. 237 – Illusion (shadow) [shadow]

2nd
Darkness PRG pg. 263 – Evocation [darkness]
Dust of Twilight APG pg. 217 – Conjuration [darkness]
Haunting Mists UM pg. – Illusion (figment) [fear, shadow]
Protective Penumbra UM pg. 233 – Evocation [darkness]
Shadow Anchor ARG (Wayang) pg. – Illusion (shadow) [darkness]

3rd
Display Aversion BotN pg. – Illusion (shadow)
Gloomblind Bolts ARG pg. Conjuration (creation) [shadow]
Twine Double CED pg. – Illusion (shadow)

4th
Shadow Barbs ISM pg. 59 – Illusion (shadow) [darkness]
Shadow Dragon Aspect KoG pg. – Illusion (shadow) [shadow]
Shadow Conjuration PRG pg. 340 – Illusion (shadow)
Shadow Step UM pg. 237 – Illusion (shadow) [shadow]
Simulacrum, Lesser UM pg. – Illusion (shadow)

5th
Planar Binding, Lesser PRG pg. 321 – Conjuration (calling) [darkness, shadow]
Shadow Evocation PRG pg. 340 – Illusion (shadow) [shadow]
Symbol of Striking UC pg. – Illusion (shadow)

6th
Planar Binding PRG pg. 321 – Conjuration (calling) [darkness, shadow]
Shadow Walk PRG pg. 341 – Illusion (shadow) [shadow]

7th
Hungry Darkness ISM pg. 56 – Evocation [darkness, force]
Lunar Veil UM pg. – Illusion (shadow) [darkness]
Project Image PRG pg. 327 – Illusion (shadow) [shadow]
Shadow Conjuration, Greater PRG pg. 340 – Illusion (shadow) [shadow]
Simulacrum PRG pg. – Illusion (shadow)

8th
Planar Binding, Greater PRG pg. 321 – Conjuration (calling) [darkness, shadow]
Shadow Evocation, Greater PRG pg. 340 – Illusion (shadow) [shadow]

9th
Shades PRG pg. 340 – Illusion (shadow) [shadow]

Figment Spells
0
Ghost Sound PRG pg. – Illusion (figment)

1st
Illusion of Calm UC pg. – Illusion (figment)
Silent Image PRG pg. – Illusion (figment)
Ventriloquism PRG pg. – Illusion (figment)

2nd
Familiar Figment AAr pg. – Illusion (figment)
Haunting Mists UM pg. – Illusion (figment) [fear, shadow]
Jitterbugs ARG pg. – Illusion (figment) [mind-affecting]
Minor Image PRG pg. – Illusion (figment)
Mirror Image PRG pg. – Illusion (figment)
Symbol of Mirroring UM pg. – Illusion (figment)

3rd
Fearsome Duplicate ARG pg. – Illusion (figment)
Major Image PRG pg. – Illusion (figment)
Minor Dream ARG pg. – Illusion (figment) [mind-affecting]
Stolen Light PSFG pg. – Illusion (figment)

4th
Illusory Wall PRG pg. – Illusion (figment)
Minor Phantom Object ARG pg. – Illusion (figment) [mind-affecting]
Shocking Image UC pg. – Illusion (figment) [electricity]

5th
Major Phantom Object ARG pg. – Illusion (figment) [mind-affecting]
Persistent Image PRG pg. – Illusion (figment)
Village Veil ARG pg. – Illusion (figment) [mind-affecting]

6th
Permanent Image PRG pg. – Illusion (figment)
Programmed Image PRG pg. – Illusion (figment)

Pain Spells
5th
Awaken the Devoured HoA pg. – Divination [pain]