Mage Sniper

Arcessentes's page

510 posts. Alias of Skorn.


Full Name

Arcessentes

Race

Elf

Classes/Levels

Wizard 4/Archmage 1

Stats:
HP 27/27 AC 13/16 (T= 13 FF= 11/15) F+3 R+4 W+5, +2 vs. enchantments Immune magic sleep; Resist elven immunities, Hard to Kill INIT+8 Per.+13

Gender

Male

Size

M

Age

40

Special Abilities

Teleportation Subschool of Conjuration

Alignment

LN

Languages

Abyssal, Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan

Occupation

Wizard and Alchemist

Strength 8
Dexterity 14
Constitution 12
Intelligence 23
Wisdom 10
Charisma 8

About Arcessentes

Background:

Do you believe in redemption? Is there a second chance for those who have committed evil? Arcessentes hopes so. He has much to atone for. When the witch hunters had come for the couple that had raised him he did not stand in their way. No, he did not speak out against their persecution and held silent, afraid to speak, while they burned at the steak. They were witches, no doubt. But he truly had no reason to believe they had done evil or treated with the demons. Still to speak for them, or the others who were also taken would have pointed a finger at him. Already, as an elf and an arcane caster he was at risk and in the foolishness of youth dared not speak for his foster parents. And the city had been betrayed. “Better to purge the city of all potential traitors and be safe. ” he had told himself, identifying other potential witches to the Iomedae zealots when questioned. That was some years ago. And still he felt the taint of his actions and lack of actions in his very soul.

Raises by human foster parents in Kenabres, the elf was resentful that his birth parents would run off on a some fool’s errand and get themselves killed when he was an still an infant – a newborn only a month old. He had all the advantages of a high placed family and attended only the best private schools and universities. Exposed to the arcane at a young age he showed talents for spell casting and as a teen began his apprenticeship in Kenabres, There was always a demand for arcane casters to support the Crusades and he showed more talent than many accepted. No doubt his foster parents had loved him, but he rejected that love out of a misplaced anger towards his real parents.

His foster parents had given him much that he should be grateful for and his real parents had only provided him with his elven ears, and a strange birthmark, in the shape of a bird’s wing, marring his otherwise handsome elven features and running from his left cheek down onto his neck. The Sign of the Seeker’s Spiral: Some secret society known as the Riftwardens. Despite his ability to research, and the many months spent in study in the libraries of the area, he had found nothing about this secret organization.

Personality:

Somewhat aloof, Arcessentes seems to think any problem can be solved with enough brain power. He does not mind hard work, as long as its mental work and shies away from physical labor. Organized and lawful to a tee he has a strong distaste for chaos and will work to thwart it in everything from the demons of the Wound to the organization of his backpack. He has never been very religious, knowing that the gods are powers to be reckoned with, but not quite agreeing that they need to be worshiped, and unwilling to subjugate his will to theirs for the chance they might dole out some small pittance of their power to him in feigned gratitude.

Recently he has been bothered about his decision, some 20 years ago, to not defend his foster parents, and others in the city when they were accused of being witches. Unsure why that decision so long ago has suddenly begun to haunt him, he has been thinking about how to best repent from those actions. He has not quite come to terms that what he did was wrong, much less evil, but may do so soon, if the right circumstances come to play.

Motivations:

Arcessentes is LN and a citizen of Kenabres. He is motivated to support his city and to gain more knowledge and power as a wizard. Knowing well his strengths and weaknesses he has had no desire to risk his own life as an adventurer, until very recently. Strange thoughts come to him in is dreams and idle moments that perhaps he can make up for some actions of his past. Most of these thoughts are subconscious at the moment and are not yet manifested as the need for redemption. But he is having a harder and harder time justifying decisions that he would not have given a second though to earlier in his life. He is on the path to converting to good. This Path could be long though, and he may or may not arrive at its destination.

Description:

Arcessentes is is tall and thin, even for an elf. His hair is blond to the point of being white, despite his young age of 40. Years of study in dimly lit rooms and avoidance of hard work under the sun has left its mark on the elf. His skin is pale; almost translucent. Still, his elven visage might be striking if it were not for the strange wing-like birth mark marring his face and neck. He certainly is memorable. He has allowed himself to have expensive taste in clothing from time to time and prefers to wear a combination of black and white. He carries a staff but belts on a long sword because he likes the way it looks at his side, and has forced himself to learn to use it so no one may accuse him of adorning himself with a useless trinket.

Party Role:

As a wizard, Arcessentes roll will be to provide knowledge and arcane support to the party. His intellect and Breath of Experience will help see to that. By the time he achieves 2nd level he will be trained in all the knowledge skills but due to his feat may make checks untrained at +7 now. His quick reflexes and choice of familiar allow him to react quickly to a threat and potentially shape the battlefield to the party's benefit. (+8 to initiative). And despite not having Perception as a class skill he is +5 to that skill at first level. This should help the part find traps, find clues, and spot enemies.

Outside of combat and the need for knowledge Arcessentes will support the party through crafting. He starts with the ability to craft alchemicals and a portable alchemist's lab with a skill of +10. He can also scribe scrolls and should soon have a good selection of backup spell to use should he need to do so. By 5th level (if not before) he will take Craft Wondrous Item or Craft Magic Arms and Armor, depending on the party's needs

Arcessentes
Male Elf Wizard 4 Archmage 1
LN Medium Humanoid (elf)
Init +8; Senses low-light vision; Perception +13

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Defense
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AC 13/16, touch 12, flat-footed 11/15 (+1 armor, +2 Dex)/Mage Armor
hp 27 (4d6+9)
Fort +3, Ref +4, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities, Hard to Kill

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Offense
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Speed 30 ft., shift (10') (8/day)

Melee:
Dagger +1 (1d4/19-20/x2) and
Longsword +1 (1d8/19-20/x2)

Range:
Dagger +4 (1d4/19-20/x2)
Light Crossbow +4 (1d8/19-20/x2)
Special Attacks: Mythic Power (7/day Surge +1d6)
Arcane School Spell-like abilities: 8/day diviner's fortune +1

Wizard Spells Prepared (CL 3, Concentration +13):
Dragon Scale - Levitate 3 times a day.
2nd (3+1/day) Fog Cloud, GlitterdustX2 (DC17), Invisibility, Web
1 (5+1/day) Grease, Magic Missile, Mage Armor, Color Spray (DC 16), Summon Monster I, Protection/evil
0 (at will) Acid Splash, Detect Magic, Dancing Lights, Mending

Spells used: Mage Armor

Spell Book:

Zero Level - All

First Level
Cause Fear
Color Spray
Comprehend Languages
Crafter's Fortune
Detect Secret Doors
Grease
Mage Armor
Magic Missile
Obscuring Mist
Protection from Evil
Shield
Shocking Grasp
Silent Image
Sleep
Summon Monster I
True Strike
Unerring Weapon

Second Level
Acid Arrow
Create Pit
Fog Cloud
Glitterdust
Invisibility
Mirror Image
Resist Energy
See Invisibility
Summon Monster II
Web

Third Level
None

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Statistics
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Str 8, Dex 14, Con 12, Int 21, Wis 10, Cha 8
Base Atk +2; CMB +1; CMD 13
Feats Alertness (From Familiar), Breadth of Experience, Scribe Scroll, Craft Wondrous, Extra Mythic Power
Traits Riftwarden Orphan, Reactionary

Skills:
Acrobatics +2,
Appraise +10,
Craft (alchemy) +11,
Knowledge (arcana) +15,
Knowledge (dungeoneering) +12,
Knowledge (engineering) +12,
Knowledge (geography) +12,
Knowledge (history) +12,
Knowledge (local) +12,
Knowledge (nature) +12,
Knowledge (nobility) +12,
Knowledge (planes) +15,
Knowledge (religion) +14,
Linguistics +11,
Perception +13
Profession Herbalist +2,
Ride +2
Sense Motive +2,
Stealth +2
Spellcraft +13 (+15 to determine the properties of a magic item);
Racial Modifiers +2 Perception

Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Goblin, Infernal, Orc, Sylvan

SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), elven magic, Forewarned, Quinterary Ability (Divination) empathic link with familiar, opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (teleportation), summoner's charm (+12 rds)

Gear:
Armor:
Haramaki,

Weapons:
Dagger,
Longsword,
Light Crossbow and 10 cold iron bolts

Magic:
Headband of Vast Int +2 keyed to Fly and the Aklo language
Pearl of Power, level 1X2,
Cloak of Resistance +1.
dragon scale of Levitate
Special Item - Rod of Cancellation - used

Other:
Masterwork Backpack
Portable alchemist's lab,
Wizard's kit,
Unholy Symbol of Baphomet,
rich court wizard robes,

Consumables:
scroll of Comprehend Languages, shocking grasp, Resist Energy, Cause Fear
scroll of Fog Cloud, See InvisibilityX2, Glitterdust
Scroll of ShieldX4
2 Alchemist Fires
3 smoke sticks,
Blastoid Spores made into poison
7 vials of Shadowblood - Moderate Evocation and evil: DC 20 Fort save if you drink or take 1d6 cold. 1d4 wisdom damage, and become nauseated for 1d6 rounds. Gain 1d10+5 temps, Cold Resist 5, and Darkvision for 1 hour. Also demons take -4 on saves from shadow subschool spells from drinker. Addictive - DC20 fort or addicted. If addicted then -4 vs demon possession AND P-Evil does not work on you.

Spellbook that contains: detect secret doors, fog cloud, grease, invisibility, resist energy, shocking grasp, and silent image,

Scrolls of Cause Fear and Mage Armor, Shield

Dragon Scale:

Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Righteous Medal of Clarity:

+2 sacred bonus on saves vs Insanity and Confusion

Righteous Medal of Command:

+2 sacred bonus on saves vs emotion based effects including fear

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Spoiler=Wardstone Shard]
As a standard action, a wardstone shard may be rubbed along a weapon or a suit of armor to transfer the shard’s magic to the weapon or armor for 1 day. Each fragment can only be used once and turns to dust afterwards.
>Weapon: A weapon enhanced by a wardstone shard gains the evil outsider bane quality, and is treated a good weapon for the purposes of overcoming a demon’s damage reduction.
The shard cannot be used to enhance ammunition in this manner, but can be used to enhance a weapon that fires ammunition; doing so causes the weapon to impart these qualities to the ammunition as it is fired.
>Armor: A suit of armor enhanced by a wardstone shard gains the spell resistance (13) armor special ability, but only against evil outsiders. Against demons, this spell resistance increases to 17. A nonmagical suit of armor also gains a +1 enhancement bonus as well.
PRICE:-
[/spoiler]

Gold= = 24

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Special Abilities
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Arcane Surge (su) Use 1 poet, cast a known/mem arcana spell for for free - save 2x and roll 2x vs SR
Deliver Touch spells through familiar
Divination - master of remote viewing
Diviner's fortune +2: 8/day (Sp) - Standard action to grant +1 to many actions for 1 round
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Elven Immunities +2 save bonus vs Enchantments.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Focused Mind - +2 to concentration checks
Forewarned 1 (su) Can always act in the surprise round.
Hard to Kill - Auto stable and die at negative 2X con
Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens
+2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (7/daty, Surge +1d6)
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10') (8/day) (Sp) Short-range teleport
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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Arcane Familiar
Scorpion, Greensting
N Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural)
hp 9 (1d8)
Fort +2, Ref +4, Will +3
Immune Mind-Affecting effects
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +6 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. Trip)
Feats Stealthy, Weapon Finesse
Skills Acrobatics +4, Appraise -1, Climb +7, Escape Artist +5, Fly +7, Linguistics -1, Perception +5, Spellcraft -1, Stealth +17; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
SQ improved evasion, poison

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure
1 save.