Ash Dawncourt's page

153 posts. Alias of Doomed Hero.


Reservoir 4/5, Admixture 6/7, Mythic 3/4, Arcanist spells: 1st) 3/4, Scale 2/3


Active Effects: Prestidigitation, Mage Armor


HP 17/17, Fire Resist 5, AC 16, Fort +1, Ref +1, Will +2,


Roll20 link


Chaotic Good


Varisian, Chellish, Elven, Draconic, Infernal, Abyssal, Celestial


Noble, Battlemage

Strength 8
Dexterity 12
Constitution 10
Intelligence 18
Wisdom 10
Charisma 14

About Ash Dawncourt

Male Elf Gestalt Archmage tier 1
Exploiter Wizard 2
Arcanist 2


Ash followed his dreams to Kenebras. It was the last place in the world he wanted to go, but that was the reason why he knew he needed to.

It would be nice to see Aravashnial again, but he wasn't sure if he could face the Riftwardens. Any of them. He'd been thrown out for good reasons and he knew it. He'd nearly cost the fortress it's Wardstone. A lot of people had died, and it was his fault.

Twenty years ago, Ash was instrumental in the events that resulted in the Wardstone cracking. He was a Riftwarden charged with guarding the Wardstone Tower. He'd been deceived and allowed the wrong person access to the important stone. By the time he realized his mistake it was too late. The stone cracked. The resulting release of energy flowed into Ash and made him something more than he was.

After his trial the queen herself exiled him. He spent twenty years wandering aimlessly and trying to ignore his strange dreams. Over time they seemed to become more and more insistent, so finally he gave in.

He is now nearly home, and something horrible is about to happen.


Ash carries himself like a noble. He wears layered silks with intricate clasps and craftsmanship that speaks of too much money.

On his high-necked collar is a pin in the shape of a single squat tower with a diamond of gold within it, marking him as a graduate of the Black Wing Librarium.

He carries no weapons, but leans on a fashionable cane that could easily dual as a club. On his back is slung a sturdy, sensible pack. It is clear he travels frequently.


Ash is an exercise in contradictions. He is chaotic and impulsive, but also dedicated and calculating. He is arrogant, but considers losing more educational than winning. He is naive but widely read, idealistic but often immoral, infatuated with history, but derisive of traditions. He is charming but difficult to get along with. In nearly every case, Ash embodies extremes that are usually regarded as opposites.

In short, Ash is complicated.


17 HP: 12 wizard, +2 favored class, +3 archmage)
Fire Resist 5

13 AC (+1 dex, +1 armor, +1 natural)
...+2 bodyguard
...+4 mage armor
...+4 shield

11 CMD (10, +1 bab, +1 dex, -1 str)

+1 Fort (+0 con +0 wizard, +1 fortifying reinforcements)
+1 Ref (+1 dex, +0 wizard)
+3 Will (+0 wis, +3 wizard)

...+1 Resistance if cast


INIT: +1

BaB +1

CMB +1

Cane: +0, 1d6 dmg, x2 crit

Traits, Feats, and Abilities:

Magical Linage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (Fireball)
Spellhunter: Pick one spell of 3rd level or lower when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (Fireball)
Holiday Spirit: Auto-success on one attack or saving throw. One use only.

Feat Tax Rules
Power Attack (free)
Deadly Aim (free)

Scribe Scroll (wizard bonus)
Spell Focus Evocation (racial bonus)
Spell Specialization (1st level)

Weapon Proficiencies: simple weapons
Armor Proficiencies: none

-Mythic Feats-
Spell Focus Evocation (tier 1) Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell’s targets to roll their saving throws twice, taking the lower result.

Feat Progression:
3) Extra Traits (havoc of the society, reactionary)
5) Deific Obedience
W5) Dazing Spell
7) Improved Familiar
9) Spell Penetration
W10) Greater Spell Focus Evocation
11) Intensify Spell
13)Greater Spell Penetration
15) Spell Perfection
W15) Quicken Spell


Skill Points per level: 4 wizard, 4 int, +2 background* (class skill points increased by house rule)
20 total. Max Ranks 2

+4 Perception (2 ranks, +0 wis, +2 racial)
+4 Diplomacy (2 ranks, +2 cha)
+9 Spellcraft (2 ranks, +3 class, +4 int)
+9 Knowledge Arcana (2 ranks, +3 class, +4 int)
+9 Knowledge Planes (2 ranks, +3 class, +4 int)
+9 Knowledge History* (2 ranks, +3 class, +4 int)
+5 Stealth (2 rank, +1 dex, +2 circumstance)
+8 Use Magic Device (2 ranks, +3 cha, +3 class)
+9 Craft Alchemy* (2 ranks, +3 class, +4 int)

Spells and Consumables:

50 Pages, 23 pages used

DC 14+ spell level
...+2 DC, Evocation
...+1 DC, arcane reservoir

...+1 CL, arcane reservoir
...+2 CL, specialization spells

Memorized spells marked with an X
Evocation spells marked in Italics
Mythic spells marked in Bold
Specialization spells marked with [Brackets]

-Cantrips- (8 per day, at will)
Ray of Frost W
Disrupt Undead
Mage Hand A
Arcane Mark
Prestidigitation W
Mending A
Message A
Open Close
Read Magic
Detect Magic W
Acid Splash
Detect Poison
Resistance A
Dancing Lights W
Ghost Sound

-1st- (Wizard: 2 per day, +1 bonus) (Arcanist: 3 per day, +1 bonus)
[Burning Hands] A (cast) A (cast)
Color Spray W
Mage Armor W (cast)
Shield W
Windy Escape A A



Mage Armor

Cure Light Wounds

Antiplague x1
Antitoxin x1

-Power Reagents-

Alchemist Fire:
Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist’s fire.

Black Powder
Evocation spells: +1 energy damage

Cold iron
Abjuration spells: +1 caster level for the purpose of caster level and dispel checks

Necromancy spells: +1 caster level for the purpose of effect

Fire spells: +1 fire damage

Tanglefoot Bag
Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles’ grapple check against one creature of your choice.

Cold spells: +1 caster level for the purpose of the effect

Class Abilities:

Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level.
Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
This ability replaces arcane bond.

Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
This ability replaces arcane school.

Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Familiar: At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane scho
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Familiar: An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Exploit Progression:
Wizard 1) School Understanding (admixture)
Arcanist 1) Familiar
Arcanist 3) Dimensional Slide
Wizard 5) Counterspell
Arcanist 5) Potent Magic
Arcanist 7) School Understanding (divination)
Wizard 9) Shift Caster
Arcanist 9) Metamagic Knowledge
Arcanist 11) Greater Metamagic Knowledge
Wizard 13) Counter Drain
Arcanist 13) Greater Counterspell
Arcanist 15)
Wizard 17)
Arcanist 17)


Array, Ioun Wyrd

Loyal Bodyguard (Ex) A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
This replaces alertness and improved evasion.

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.

Race Abilities:

Favored Class bonuses:
1) +1 HP
2) +1 HP

Racial Traits-
+2 dex, +2 int, -2 con

Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Archmage Abilites:

Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. House Rule: Characters get 3+tier uses of Mythic Power per day.

Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Wild Arcana: As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Mythic Spellcasting (Ex) You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Mythic Spells Known: Burning Hands

2) +2 int, amazing initiative, arcane endurance
3) recuperation, extra path ability: mirror dodge, infectious spell
4) +2 int, crafting mastery


Scale of Cloudwalking Three times per day as a standard action, the 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.

Armor: Silken Ceremonial Armor (Battlemage's robes) (30 gp)

-On belt and bandoleer-
Spell component pouch
Familiar satchel (25 gp)
Bag of steel marbles
Coin pouch (spare change only)
Traveling Spellbook w Book Lariat (10 gp)
Deck of cards

-Masterwork Backpack-
Waterproof bag (inside pack, acts as liner)
Change of clothes
Toiletry kit
Elven bread
Canteen of water x2
Spare spell component pouch
Empty sack x2

Wealth and Loot:

WBL: 1000

10 pp
5 gp
6 sp
9 cp

Carry Capacity:




Aravashniel's Spells:

3rd—heroism, magic circle against evil, summon monster III
2nd—acid arrow, levitate, resist energy, summon monster II
1st—mage armor, shield, sleep (DC 16), summon monster I(x2), true strike
0th—acid splash, arcane mark, detect magic, flare (DC 15), prestidigitation