Samaritha Beldusk

Annwyn Reskal's page

54 posts. Alias of Daedalus the Dungeon Builder.


Full Name

Annwyn Reskal

Race

HP 52/52; DR 5/magic| AC: 20 T: 14 FF: 17; SR 16 |Perception +6, Darkvision 60 ft., low-light vision | Initiative +5 | Fort +7 Ref +6 Will +7 | CMB +8 CMD 21 | Speed: 30

Classes/Levels

Spellcraft+19, K(arc,nat)+21, K(all)+19 , Fly+12, Linguistics +19 | Active Effects: Mage Armor| Uses: Augment 12/12, Calming Touch 4/4, Smite Evil 1/1, False Life 10, Magic Missile 50

Gender

NG Female Half-celestial Human (Form: Half-elf) Pact Wizard (Enhancement Transmuter) 5 |

Age

20

Special Abilities

So, so many

Alignment

NG

Deity

Celestial Pantheon

Languages

Aquan, Auran, Celestial, Draconic, Elven, Ignan, Infernal, Osirani, Polyglot, Sylvan, Taldane, Terran, Abyssal, Azlanti, Thassilonian, Halfling, Giant, Gnomish, Dwarven, Orc

Strength 24
Dexterity 18
Constitution 22
Intelligence 32
Wisdom 13
Charisma 17

About Annwyn Reskal

Annwyn Reskal
Female Half-Celestial Human Transmuter (enhancement) Pact Wizard 5
NG Medium Outsider (native, shapechanger)
Init +6; Senses Perception +6, Darkvision 60
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Defense
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AC 21, touch 15, flat-footed 17 (+2 Natural, +4 DEX, +4 Armor, +1 deflection)
SR 16
hp 52 (5 HD; 6d6+25) DR 5/magic
Fort +8, Ref +7, Will +7 (+4 v. poison)
Immune Disease
Resist acid 10, cold 10, electricity 10
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Offense
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Speed 30 ft., Fly 60 ft. (good)
Melee Quarterstaff +9 (1d6+10/x2) | Risky Strike +8 (1d6+13/x2) || Natural Attack +10 (variable+7/x2), plus size bonuses
Ranged Spell +6 (Spell/x20)
Special Attacks Augment (14/day, +2 Enhancement to ability of +1 NA, 2 rounds), Calming Touch (4/day heal 1d6+5 nonlethal, remove fatigued, shaken, sickened), Smite Evil (1/day)
Spell-like Abilities (CL 5th; concentration +8)
. . 3/day- protection from evil
. . 1/day- bless, aid, detect evil, cure serious wounds, neutralize poison,
Transmuter Spells Prepared (CL 5th; concentration +16)
. . 3rd - ice spears, major image, haste, protection from energy, 2 more
. . 2nd - web (DC 23), invisibility, levitate, barkskin, create pit, 2 more
. . 1st - Mage Armor, grease (DC 22), heightened awareness, coin shot, enlarge person, shield, 2 more
. . 0th - prestidigitation, mage hand, ghost sound (DC 21), Detect Magic
Opposition Schools: Evocation, Necromancy
Patron: Endurance (Celestial Agenda): Endure Elements, castigate
Domain: Protection (defense): shield, barkskin, protection from energy
Spell Mastery: Haste, pyrotechnics, levitate, web, major image, dispel magic, ice spears, spiked pit, mage armor, invisibility, apport object, daylight
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Statistics
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Str 24, Dex 18, Con 20+2, Int 32, Wis 13, Cha 17
Base Atk +2; CMB +9; CMD 23
Skills Spellcraft +19, Knowledge (arcana, nature) +21, Knowledge (all others) +19, Fly +12, Perception +7, Craft (books) +18, Stealth +9, Linguistics +19
Feats Spell Mastery, Craft Wondrous Item, Weapon focus (natural), Natural Spell, Spell Focus (transmutation), Scholar (Arcana, Nature)
Traits Maagambyan Arcana (eaglesoul), Shrouded Casting (transmutation), Reactionary
Languages Aquan, Auran, Celestial, Draconic, Elven, Ignan, Infernal, Osirani, Polyglot, Sylvan, Taldane, Terran, Abyssal, Azlanti, Thassilonian, Halfling, Giant, Gnomish, Dwarven, Orc
SQ Oracle Curse (tongues), Patron Spells, Effortless Magic, Shapeshifting, Spell Study, Arcane Bond (Familiar), Protection (defense) Domain
Gear Headband of Vast Intellect +2 (self-made), Belt of Giant Strength (self-made) +2, Ring of Six Facets, ring of deflection +1, amulet of mighty fists +1, cracked dusty rose prism ioun stone (in familiar), handy haversack (self-made), Get out of Jail Free Card, sleeves of many garments, 4070 gp
Scrolls:
Floating disk (2), mount (2), obscuring mist (2),
See invisibility, glitterdust, resist energy, knock

Wands:
Wand of False Life (10 charges), wand of magic missile (50)
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Special Abilities
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Abilities:

Spell Study (Su):
At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.
Shapeshifting (Su):
You are formless. Gain the Shapechanger subtype, and once per round as a full-round action, you may duplicate the effects of a spell with the Polymorph subtype whose spell level is not higher than 1/2 your HD (minimum 1) on yourself (if you are Mythic, you may use that version of the spell if the spell is of a level less than or equal to your tier). This effect lasts until you use it again to assume your natural state or a different polymorph. At 4th level, you can use this as a Standard action, a Move action at 8th level, at 12th, a Swift action, at 16th, a free action once per round, and at 20th, a free action even when it's not your turn, and may transform a number of times per round equal to your Spellcasting ability score (if you have one), or Charisma modifier (if you don't). This ability score also determines the DCs of any effects you create. This ability counts as casting a polymorph spell and as a Druid's Wildshape for effects and prerequisites.
Ring of Six Facets:
Aura
faint transmutation, CL 3rd
Slot ring; Price 8,000 gp; Weight
Description
This bronze ring, created in ages past in a partial effort to replicate the Ring of Nine Facets, has six gems, a ruby, amethyst, garnet, diamond, emerald, and a sapphire, spaced evenly along the ridge. If a good-aligned wizard with training in the Maagabyan tradition wears it, however, it proves to be a powerful item. Every morning when the wearer prepares spells, they may choose a single attribute. Throughout the day, they receive the benefits of either visualization of the body or visualization of the mind, as appropriate for that ability score.
Additionally, three times per day, the wearer may activate the ring to regain the use of a 1st-level spell slot, as a Pearl of Power, and once per day to regain a 2nd-level slot.
Construction Requirements Forge Ring, visualization of the body, visualization of the mind; Cost 4,000 gp
Spell Mastery (11 spells): Haste, pyrotechnics, levitate, web, major image, dispel magic, ice spears, spiked pit

Spellbook:

0-level: All except Necromancy, evocation

1st level:
Shield, mage armor, protection from evil, grease, true strike, silent image, vanish, enlarge person, feather fall, liberating command, reduce person, heightened awareness, magic weapon, coin shot, charm person

2nd level:
Resist energy, create pit, glitterdust, web, blur, invisibility, mirror image, full pouch, pyrotechnics, tears to wine, apport object, carry companion, levitate, steal size, retrieve item, sense vitals

3rd level:
Arcane Sight, haste, ice spears, mad monkeys, phantom steed, spiked pit, stinking cloud, charitable impulse, heroism, slow, suggestion, dispel magic, shrink item, explosive runes, major image, nondetection, ash storm, daylight

Background:

1: Maagambyan Arcanist (eaglesoul)
Annwyn hails from the jungle of Magaambya, in the hidden city of Saruhk, where she was taught the traditions of Old-Mage Jatambe, and taught to respect life in all its forms, while also scorning those creatures who seek to corrupt, to pollute, and to destroy. A direct descendent of the Ten Magic Warriors as well, to say she has a pure bloodline is understating the matter (she declined Mengkare's invitation to his Grand Experiment when it was sent). Skilled in mind and body, she quickly took to the wizardly traditions of her elders, as her home's tendencies of strong nonviolence didn't give her many options.

And she certainly felt she was learning a lot. However, Annwyn still felt slightly held back. As a result, she constantly went out of her sheltered city, looking for all kinds of trouble. As a small child, she was one of the few people to have ever left her home city, which caused her parents and teachers no end of worry, knowing how dangerous the outside world is and recognizing that they were surrounded by hostiles on all sides.

However, that never stopped her expeditions, and she left the city regularly to communed with shamans from other tribes, wandered the forest looking for creatures to play with (never fearing any of them, and for some reason, they never attacked her). And, while her guardians continually tried to keep her sheltered and focused, she never failed to slip out of their grasp, picking up tips from spirits for the best way to call on magic.
2: Spell Mastery
Her parents had no clue what to think of their daughter, as they alternated between vexation at her absolute refusal to listen to them and absolute awe at her genius and capability to learn spells that would have been traditionally thought impossible (though, admittedly, it was only a semi-rare skill for the Maambyagan tradition). Still, they loved her dearly and she returned the affection, though she did often find their attention a little smothering at times.

Still, Annwyn, despite her occasional frustration with her mentors and parents, was still a diligent student, and while she did frequently slack off for her duties and studies, she did so in some of the most absurd ways possible: Memorizing her spells to not have to look them up, running off in the middle of her lessons to learn more history, and so on.

Her… unique propensities caught the eye of Anwigasi, the couatl guardian of her home, and the feathered serpent took her under his wing (so to speak) when the rest of her masters had given up on trying to control the rebellious girl, having no way to deal with the stubborn six-year old that actually worked. Through even he had difficulties curbing her rebellious streak, he managed it eventually, and while her wild side stayed, it was directed more towards her studies, and she devoured book after book.
3: Intelligence
By the time she was ten, she had read many of the books in the vast library of her home, and so Anwigasi himself started to mentor the girl, teaching her some combat techniques so that she might have something to do with her seemingly boundless energy, and she sparred with a few of the Bulwarks, the guardians of Sarukh, and while enthusiastic, her energy was no match for the skilled warriors. Still, her time learning to use a staff in battle proved useful for much of her life, and getting the tar beaten out of her on a regular basis did serve to toughen her up, and she always came back for more regardless.

So, while her combat training could have gone better, her studies proved absurdly effective at enhancing her psyche, and before long she was out-thinking most of the city, and running mental laps around her tutors, which of course barely helped their efforts to keep her contained and under control in her studies. At least, they thought, she wasn't running off into the jungle anymore.

As Annwyn finished off the last of the books in the collection that held any relevance and interest to her, Angiwasi started mentoring the girl on the matters of religion and planar events, teaching her about the unique planar convergences that led to the Well of Heaven, the sacred lake in the heart of their home, getting its name. He also inducted her into numerous religious rituals, teaching her the value of Winlas' duty and what he tended to. This all resulted in Annwyn becoming intensely curious as to the nature of the outside world with its diverse cultures, but even more, what the other planes must be like.
4: Vestana, Aerial Celestial Unicorn
Her intense curiosity for what Heaven must be like (and her propensity to sneak literal tastes of heaven from the pomegranate tree in Anwigasi's garden) set Annwyn on a personal journey to visit the realm of angels, and, knowing that her master wouldn't approve, and lacking the required power to go herself, she worked out the complicated quintessent formulae required to determine the convergences that would open a portal to Heaven in the Well of Heaven, and when the time came, she cast her spells, and the little twelve-year-old girl dove into the waters and swam through the opened portal, to the outer planes.

When she surfaced in a small lake in Erastil's realm, the first thing that she noticed was simply how much Heaven was. It had so much color, so much vibrance. It was everything she had hoped for, as she marveled at the different trees, so different from her home. As she wandered the slopes, she saw so many wondrous sites, until she was apprehended by an Archon guardian for intruding on the holy ground, at least.

However, her innocence (and age), pure heart, and talent quickly persuaded the upper levels that she should be allowed to stay, and (after a quick message back to her family, telling them not to worry), she spent the next several years learning even more from Heaven, where she worked in the Great Library of Harmonious Scripture as a scribe, shelver, and general magical trinket-maker under the Empyreal Lord Winlas.


5: Create Wondrous Item
Through this time in the library, she learned an absolutely ridiculous amount about everything that she could possibly want to know. However, amusingly enough, she got to the point, eventually, where she spoke, thought, and dreamt in Celestial, and it effectively replaced Polyglot as her primary language during her 'Study abroad' time, though she did also learn a great many other languages as she was there. That said, to this day, when she's stressed she'll start rattling off in Celestial rather than any other language.

When she was 16, she decided it was finally time to move on, and spent more than a bit of time touring a few other planes (mainly Nirvana and Elysium, though she also paid quick visits to Axis, the Boneyard, and the Positive Energy Plane, and spent a couple days briefly checking out the Negative Energy Plane, the Maelstrom, and even Hell.) before returning home (though not without a companion- during her time in Nirvana, she met and became fast companions with an elementally-infused unicorn, who followed her back to the Material plane as a protector).

However, she found that, after the wonders of the planes, her old home held little to compare to the splendor of Heaven and Elysium. While her magical training had been essentially 'on hold' while working in the library, she had still picked up a few tricks here and there. Still, she found her old life even more unsatisfying than before. That was only further reinforced after her grandmother passed away, a few months after she returned.

6: Half-celestial
As part of her heavenly employment, Annwyn received a magical blessing, to be used at a later date (in addition to general sponsorship from literal gods). And, as she prepared to set off on her journey, she called in her favor to infuse herself with the essence of heaven, forever transforming her body and her magic to be more Celestial in nature.

As she prepared to take off, she went to talk with Anwigasi for the last time in quite a while, who showed her the outside world, and gave her a plan for where she might head towards, as well as giving her several gifts for her journey, magical aids for her intelligence and similar boosts.

As a special item, she was bestowed a magical ring, a legacy from ages past, one made for wizards of her order, to help focus mind, body, and magic to aid her in her journtey, the Ring of Six Facets. Created by several of the Ten Magic Warriors in an attempt to replicate their master's work, it had been passed down and unused in the ancient city for generations, never used but highly useful.

7: Ring of Six Facets
Finally, she left her home for the last time, astride on Vestana as they vanished into the jungle. Now 18, she found the wilds to be more hostile than they had been a decade prior, and she frequently had to flee from incredibly dangerous creatures. Nonetheless, they made it to their first destination without too much difficulty.

This was, naturally, the strange city of Jaha, where she spent a few weeks trying to learn a few of its secrets, but found herself repulsed for her efforts, mistrusted due to being an outsider. From there, she traveled for several weeks, fighting through the thickets of the jungle, on her way to the Barrier Wall, and past that, Thuvia.

As she made her way through Thuvia, following the Turvanar and Uta rivers, she managed the trip mostly without incident (barring a run-in with a corrupt alchemist as Annwyn and Vestana passed through Duwwor), and managed to support themselves through their unique abilities combined. All the while, Annwyn found herself frequently assuming false identities to dodge questions about her homeland, and hesitant to send unwanted guests, she got passable at lying (though it proved hit-or-miss at best).

8: Glory domain
She successfully joined a band of adventurers heading in roughly the same direction as her, serving as arcane support and healing for them in their journeys, and exceptionally enjoyed the companionship they provided, and the spoils of their ventures into the Thuvian desert.

Still, after one particularly aggressive adventurer got a bit too aggressive and forceful with Annwyn, she retaliated with quite a bit of force and parted ways with the group, setting off on her own in the port city of Merab. While in the city, she had something of a breakpoint, casting a number of very risky, very dangerous spells and rituals, binding herself to Heaven even more than she already was.

While she doesn't remember why she did what she did, or what happened, or how she did what she did, but what she does know is that, when Annwyn woke up one morning, she wasn't in her own body, and she had missing memories. And in front of her was a tiny, wispy… earth elemental? No, it wasn't an outsider. It was a construct, made of floating rocks and perhaps slightly wispy material. In the center of the swirling mass was a single sparkling gemstone which Annwyn instinctively knew contained her missing knowledge. When she tried to grab it, the Wyrd (who kindly informed her that its name was Ehtel) refused, and vanished back into Annwyn's mind, telling her that it was under specific orders to never return the memories she had placed within it.
9: Shapeshifting
Naturally, this didn't go over well with Annwyn, who, upon thinking about giving the insolent creature a piece of her mind, was told that she already had- and was right in front of her. Essentially, she found out, she had torn a section of her thoughts, knowledge, and memories out of her own head and fashioned herself a familiar out of her very thoughts. Somehow. Ehtel wasn't very specific. Though it did inform her master, who was more than a little concerned about her being in the wrong body, that the process had also left her body unstable as well.

Experimenting a little, Annwyn found that her form was mutable, and she could assume the appearance of all sorts of people, from humans to goblins to elves to some small trolls, as well as enhance some aspects of herself with animal-like qualities. (While frustrated that she hasn't been able to transform fully into an animal yet, she's convinced she's nearly hit a breakthrough that will open up a whole host of new forms) Frustratingly, though, she couldn't figure out how this had happened, despite all her efforts.

Before too long, she moved on from Merab, catching a ride on a ship bound for Absalom. The journey was fairly uneventful and she arrived in the City in the Center of the World three days before her 17th birthday. Once in the city, for a few weeks, she wandered around the city, enjoying all it had to offer her. Eventually, she more "settled down," working in a library (she had quite a bit of experience, after all) under the guise of a half-elven woman named Erith.

10: Spell Study
The job in the library kept her decently busy as she wandered the great city, at least during the day. At night, she had a bit more of an active role, scouring the lower streets for troublemakers and brigands and dealing out justice, using a combination of her spells, shapeshifting, magically-enhanced combat, and some plain skill. Nobody expects the meek librarian to be a warrior, after all, so her mini-crusades have gone unconnected to her. While after a while she dialed it back some, she still appreciated the experience it gave her in combat.

Now, she works her day job at the library, only occasionally going out to fight evil, but she's starting to experience wonderlust, with the feeling that she's only seen the tiniest of fractions of the entire world. She wants to track down the lost Ring of Nine Facets, purge evil wherever it may be hiding, and grow her arcane powers.

Her time at the library has taught her more than a few interesting things as well, however, and various studies, wandering mages, and visitors (combined with extensive research of druidic magical traditions outside of Mwangi) have given her the ability to, on occasion, cast a spell generally thought impossible. But hey, she's been doing that since she was six.


Familiar:

Ehtel
Tiny N Construct
Defense
AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +2 size, +1 natural)
hp 5 (1d10)
Fort +2, Ref +4, Will +6
Immune construct traits
Offense
Speed 0 ft., fly 30 ft. (average)
Melee slam +1 (1d4–3)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 4, Dex 15, Con —, Int 10, Wis 14, Cha 5
Base Atk +2; CMB +2; CMD 10
Feats Dodge
Skills Fly +10, Knowledge (all) +2, Knowledge (planes) +18, Knowledge (arcana, history, nature, religion) +6 ranks
Languages Common (can’t speak)
SQ ioun affinity, share iouns
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Ioun Affinity (Su) An ioun wyrd can integrate a number of ioun stones into its body equal to 1 + half its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su) A character with an ioun wyrd familiar gains the benefit of the wyrd’s ioun stones as long as the character is within 30 feet of the ioun wyrd.

Evolutions (1 point): Skilled (Knowledge (planes))

Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.


Mount:

Unicorn CR 3
CG Large magical beast (air)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against evil
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Defense
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AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +6; +2 resistance vs. evil
Immune charm, compulsion, poison
Resist Acid 5, Cold 5, Electricity 10
SR 9
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Offense
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Speed 60 ft., fly 40 feet (perfect)
Melee gore +8 (1d8+4+1 electricity), 2 hooves +6 (1d3+2+1 electricity)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Smite Evil
Spell-Like Abilities (CL 9th, Concentration +16)
. . . At will—detect evil (as free action), light
. . . 3/day—cure light wounds
. . . 1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)
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Statistics
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Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Multiattack, Weapon Focus (natural weapons)
Skills Fly +16, Linguistics +1, Perception +10, Stealth +8, Survival +6 (+9 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Celestial, Sylvan
SQ magical strike, wild empathy +17
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Special Abilities
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Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Magical Strike (Ex) A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.