Vane Oreld

Axton Vendian's page

861 posts. Alias of Andostre.


Full Name

Axton Vendian

Race

Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12

Classes/Levels

| Arcane Reservoir: 15/15 | HP 86/86

Languages

Common, Varisian, Thassilonian, Draconic, Giant, Necril, Ignan, Infernal, Sylvan

About Axton Vendian

Favored Class: Arcanist
Initiative 10/12 = 2 (Dex) + 4 (Feat) + 4 (artifact) (+ 2 in ruins from trait)

STR 9 | DEX 14 | CON 14 | INT 26 | WIS 14 | CHA 16

DEFENSE
AC 16 = 10 + 1 (armor) + 2 (Dex) + 1 (deflection) + 1 natural armor + 1 Monk's Robe, touch 14, flat-footed 14[/ooc]
HP 86 = (6+6+4+4+4+4+4+6+6+4+6+5) + 2/lvl (Con) + 1/lvl (Feat)

Fort 10 = 4 (Arc12) + 2 (Con) + 4 (item)
Ref 10 = 4 (Arc12) + 2 (Dex) + 4 (item)
Will 14 = 8 (Arc12) + 2 (Wis) + 4 (item)
+1 vs. traps/natural hazards; +4 vs. enchantment

CMD 20 = 10 + 6 (BAB) + 2 (Dex) + 1 (deflection) +1 (Monk's Robe)
Concentration 21 = 12 (Arc12) + 8 (Int) + 1 (Trait)

OFFENSE
Speed 30
BAB 6/1
CMB 8 = 6 (BAB) + 2 (Dex)

Crossbow, light: +8/+3 1d8 (19-20/x2)
Cestus: +5/+0 1d4-1 (19-20/x2)
Dagger
- Melee: +5/+0 1d4 (19-20/x2)
- Ranged: +8/+1 1d4 (19-20/x2)

SPELLS
Spell slots per day: 1st: 4+1***, 2nd: 4+1****, 3rd: 4+1***, 4th: 4+1****, 5th: 4+1, 6th: 2
Prepared spells per day: 0: 9, 1st: 5, 2nd: 5, 3rd: 4, 4th: 3, 5th: 2, 6th: 1
Spells known (bold spells are prepared spells)
0 (DC = 18/19): Acid Splash, Daze, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Message, Read Magic
1 (DC = 19/20): Bear's Endurance, Charm Person, Comprehend Languages, Color Spray, Enlarge Person, Entangle, Grease, Mage Armor, Mount, Unseen Servant
2 (DC = 20/21): Command Undead, Ghoul Touch, Glitterdust, Invisibility, Minor Image, Scorching Ray, Web
3 (DC = 21/22): Dispel Magic, Fireball, Fly, Slow, Stinking Cloud, Summon Monster III
4 (DC = 22/23): Black Tentacles, Confusion, Detect Scrying, Dimension Door, Emergency Force Sphere, Scrying
5 (DC = 23/24): Cone of Cold, Dismissal, Feeblemind, Overland Flight, Summon Monster V, Wracking Ray
6 (DC = 24/25): Chains of Light, Sirocco

ABILITIES
Arcane Reservoir
- Max Points: 15 = 3 + Arc12
- Recover Points: (3 + 1/2 Arcanist level) per day
- Can expend 1 point as a free action when casting arcanist spell to choose to increase the caster level by 2 or increase the spell's DC by 2.

Exploits: Familiar, Potent Magic, Counterspell, School Understanding (necromancy/Power Over Undead), Metamagic Knowledge (Reach Spell), Greater Metamagic Knowledge (Piercing Spell)
PFS: 20 fame points, 20 prestige points

Intrepid:
N Tiny magical beast (rat; fire suptype), Elemental Familiar Archetype
Init +2; Senses: low-light vision, scent; Perception +1

DEFENSE
AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 43 (half of master's)
Fort +2, Ref +4, Will +5

OFFENSE
Speed 15 ft.
Melee bite: +6 (1d3-4)
Fire globule: +6 (2d4) every 1d4 rounds (30 ft.)
-- Damage is 1d4 per 3 PC level
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 11, Wis 15, Cha 2
Base Atk: +2; CMB: +2; CMD: 8
Abilities: Alertness, Elemental Manifestation, Share Spells, Deliver Touch Spells, Speak with master, Speak with animals of its kind
Feats: Agile Maneuvers, Spell resistance (master's level + 5)
Skills: Acrobatics +2, Climb +10, Escape Artist +2, Perception +1, Stealth +18, Survival +1 (+5 scent tracking), Swim +10
Tricks: Attack/Attack Any Target, Come, Fetch, Seek, Track
Racial Modifiers: +4 Acrobatics when jumping, +4 Survival when tracking by scent

TRAITS
Monument Scholar, Influence (Diplomacy), Magical Lineage (fireball), Spirits in the Stone

FEATS (Elephant in the Room feat rules)
Additional Traits, Agile Maneuvers, Combat Expertise, Command Undead, Elemental Spell (acid), Empower Spell, Improved Initiative, Toughness, Reach Spell, Spell Focus (evocation), Spell Penetration

SKILLS
Adventuring
Bluff 5 = 2 + 3 (Cha)
Diplomacy 15 = 8 + 3 (Cha) + 1 (trait) + 3
Fly 15 = 10* + 2 (Dex) + 3
Intimidate 5 = 2 + 3 (Cha)
Knowledge (arcana) 23 = 12 + 8 (Int) + 3
Knowledge (dungeoneering) 22 = 11 + 8 (Int) + 3
Knowledge (local) 22 = 11 + 8 (Int) + 3
Knowledge (nature) 22 = 11 + 8 (Int) + 3
Knowledge (planes) 22 = 11 + 8 (Int) + 3
Knowledge (religion) 22 = 11 + 8 (Int) + 3
Perception 12 = 10* + 2 (Wis)
Sense Motive 2 = 0 + 2 (Wis)
Spellcraft 23 = 12 + 8 (Int) + 3
Use Magic Device 11 = 5 + 3 (Cha) + 3

Background
Appraise 13 = 2 + 8 (Int) + 3
Knowledge (engineering) 13 = 2 + 8 (Int) + 3
Knowledge (geography) 15 = 4 + 8 (Int) + 3
Knowledge (history) 18 = 7 + 8 (Int) + 3
Linguistics 13 = 2 + 8 (Int) + 3
Lore (Eox) 13 = 2 + 8 (Int) + 3
Lore (Thassilon) 16 = 5 + 8 (Int) + 3

EQUIPMENT
Weapons and armor: light crossbow (mw), bolts (x10), dagger, cestus, haramaki
General: Backpack, Bedroll, Belt pouch, Caltrops, Chalk (x3), Compass, Explorer's outfit, Familiar satchel (w/ cork plugs), Flint and steel, Hammer, Ink (black), Inkpen, Journal, Iron spike (x3), Mess kit, Poncho, Pot, Satchel (familiar), Signal whistle, Silk rope, Soap, Torch (x5), Trail rations (x5), Waterskin, Spring Loaded Wrist Sheath (wand of lightning bolt)

Magic items::
Head:
Headband: Headband of Vast Intelligence +4 (Perception/Fly)
Eyes:
Shoulders: Cloak of Resistance +2
Neck: Amulet of Natural Armor +1
Chest:
Body:
Armor:
Belt: Belt of Physical Might +2 (Dex/Con)
Wrists:
Hands:
Ring 1: Ring of Protection +1
Ring 2:
Feet: Sandals of Quick Reaction

Other: Wayfinder, Shard of Lust, Whispering Coin, Dust of Appearance (x2), Dust of Illusion (x2), Rod of Metamagic-Selective (lesser), Rod of Metamagic-Silent (lesser), Dweomer's Essence (x2), Handy Haversack
Potions: Potion of cure light wounds, Potion of mage armor
Wands: Wand of mage armor (17 charges), Wand of spiritual weapon (5 charges), Wand of Monster Summoning IV (13 charges), Wand of acid arrow (7th, 11 charges), Wand of fly (7th, 4 charges), Wand of fly (6th level, 9 charges), Wand of lightning bolt (7th, 4 charges)
Scrolls: Scroll of teleport (x 4), Scroll of phantom steed (communal) (x 2), Scroll of arcane eye (x 2)

Wealth: gp 3,576; sp 1; cp 1

BACKGROUND
Axton Vendian is the son of two competing glassblowers who both have businesses in Magnimar. The fact that his parents fell in love and married only enhanced their competitiveness, driving both his mother and father to new heights of skill in their profession. Any hopes of Axton following in their footsteps were dashed, however, when Axton reached puberty, and a beautiful, magnificent Varisian mustache appeared fully formed on his upper lip. Both of his grandmothers proclaimed the mustache as a sign of their families' magical heritages coming to the fore in young Axton. While the young man did not share his parents' passion for glassblowing, their desire to excel and their passion for taking their talent to its furthest limits was quickly evident in the burgeoning sorcerer.

Axton's exploration of his bloodline's magic and his research into his heritage both have led him to the ancient empire of Thassilon. Together with the rat Intrepid, his emotional support animal, Axton has joined the Pathfinder Society, hoping to use the organization's resources to explore Varisia's past and unlock his own magical potential.

While adventuring with other members of the Pathfinder Society in search of one of the Sihedron Shards, Axton merged consciousness with a simulacrum of Magilast, an undead Bonesage from the planet Eox. Magilast's skills and experiences changed Axton from a sorcerer to an arcanist, and perhaps even changed his perspectives and motivations as well.

Thankfully, Axton's mustache was unharmed as a result of the merging.

Description: It's hard to notice what Axton looks like beyond his magnificent mustache, but vague recollections remain of a handsome man with dark hair and friendly eyes.

Feat Plan:
1 - Improved Initiative
1 - Toughness
3 - Additional Traits (Magical Lineage + [Reactinary or Arcane Temper])
5 - Reach Spell
7 - Empower Spell or Intensive Spell
7
9 - Elemental Spell

Studied Spell

11 - Quicken Spell
13 - Spell Penetration?
13
15 - Spell Perfection
17