Lantern Bearer

Caladire "Varn" Sophas's page

604 posts. Alias of Faelyn.


Full Name

Caladire "Varn" Sophas

Race

Elf

Classes/Levels

Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Gender

Male

Size

Medium

Age

120

Special Abilities

Spell Bond, Arcane School - Void (Void Awareness, Reveal Weakness), Cantrips, Mythic, Counter Summons, Planar Guide, Planar Channel, Eradication

Alignment

Neutral Good

Deity

Nethys

Location

Kenabres

Languages

Common, Elven, Celestial, Draconic, Gnome, Sylvan, Abyssal, Infernal, Necril, Giant, Aklo

Occupation

Scholar

Homepage URL

Character Sheet

Strength 13
Dexterity 18
Constitution 14
Intelligence 26
Wisdom 14
Charisma 10

About Caladire "Varn" Sophas

Caladire “Varn” Sophas
Male Elf Wizard 6 / Riftwarden 4 (Archmage 3)
NG Medium Humanoid
Init +7; Senses Low-Light Vision, Perception +14
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Defense
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AC 15, touch 14, flat-footed 11 (+4 Dex, +1 Armor)
hp 77 (1d6+2/1d8+2)
Fort +10, Ref +11, Will +13; +3 vs. Spells & SLA
Defensive Abilities Elven Immunities; Void Awareness +3; Terendelev's Scale; Hard to Kill
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Offense
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Speed 30 ft.
Melee
Cold Iron Longsword +1 +9 (1d8+3/19-20/x2)
Dagger +6 (1d4+2/19-20/x2)
Ranged
Composite Longbow (+2 Str) +9 (1d8+2/x3 100ft.)
Special Attacks Reveal Weakness: -4 10/day; Favored Enemy: Evil Outsiders; Planar Channel 10/day
Wizard Spells Prepared (CL 9):
Concentration Check: 1d20+19 (+9 CL, +8 Int, +2 Trait)
SR Check: 1d20+13/+18 (Demons); (+9 CL, +2 Racial, +2 Feat)
Spell Bond: Magic Missile, Darkvision, Haste, Black Tentacles, Dismissal
0 (At Will) - Detect Magic, Guidance, Mending, Prestitidigitation, Ray of Frost
1st (4+2+1/day) - Magic Missile, Feather Fall, Magic Missile, Magic Missile, Magic Missile, *Shield
2nd (4+2+1/day) - Blur, See Invisibility, *Darkvision, Levitate, Scorching Ray, Summon Monster II, Darkvision
3rd (3+2+1/day) - Dispel Magic*, Haste, Haste, Hold Person, Magic Circle Against Evil, Summon Monster III,
4th (2+2+1/day) - Black Tentacles, Greater Invisibility, Phantasmal Killer, Summon Monster IV, Wandering Star Motes*
5th (1+1+1/day) - Dismissal, Dismissal, Teleport*
Mythic - Haste, Magic Missile, Phantasmal Killer
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Statistics
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Str 13, Dex 18, Con 14, Int 22 (26), Wis 14, Cha 10
Base Atk +6; CMB +7; CMD 21
Feats Scribe Scroll; Toughness; Spell Focus: Conjuration; Intensify Spell; Spell Penetration; Craft Wonderous Item; Augment Summoning; Clever Planar Adapt
Mythic Feats Extra Mythic Power, Mythic Crafter
Skills Acrobatics +5; Appraise +13; Craft – Alchemy +22; Escape Artist +4; Fly +17; Knowledge: Arcana +20; Knowledge: Dungeoneering +15; Knowledge: Engineering +12; Knowledge: Geography +12; Knowledge: History +15; Knowledge: Local +14; Knowledge: Nature +15; Knowledge: Nobility +11; Knowledge: Planes +20; Knowledge: Religion +12; Linguistics +13; Perception +14; Sense Motive +10; Spellcraft +22/+24; Stealth +14
Languages Common, Elven, Celestial, Draconic, Gnome, Sylvan, Abyssal, Infernal, Necril, Giant, Aklo
SQ Spell Bond; Arcane School - Void / (Earth); Cantrips; Counter-Summons; Planar Guide; Planar Channel; Eradication Mythic - Hard to Kill; Mythic Power; Surge (+1d6); Amazing Initiative
Other Gear Cold Iron Longsword +1; Dagger; Composite Longbow (+2 Str) (20 arrows, 20 blunt, 20 CI); Bracers of Armor +1; Cloak of Resistance +4; Headband of Intellect +4; Explorer's Outfit; Masterwork Backpack (Bedroll; Rope, Hemp (50ft.); Trail Rations (6); Spellbook (Dwarf)*; Spellbook (Varn)* Spellbook (Tiefling); Scroll of Shocking Grasp; Scroll of Resist Energy; Blessed Book; Vial of Philosopher's Stone Quicksilver & Book); Belt Pouch (Potion of Cure Light Wounds; Alchemist Fire; Terendelev's Scale*; Potion of Fox's Cunning; Scroll of Polymorph); Spell Component Pouch; Spell Component Pouch; Waterskin; Wand of Mage Armor (44 charges); Wand of Magic Missile CL3 (30 charges); Wand of Dimension Door (50 charges); Rod of Piercing (Normal);
2611gp 6sp 7cp
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Traits
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Spoiler:
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. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. Benefit: You gain a +2 trait bonus on all concentration checks. The PC gains a +4 trait bonus on caster level checks to penetrate a demon’s spell resistance. Once per day, he can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + his mythic tier to the item, up to its normal maximum number of charges.Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.

Magical Lineage (Magic Missile): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: 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.


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Special Abilities
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Terendelev's Scale:
Terendelev's Scale
Aura Strong (varies); CL 19th
Slot None; Minor Artifact Weight --
Description
Resistance: Three times per day as a standard action, a scale can be used to cast resist energy-but only against electricity or cold. The ability lasts for 190 minutes per casting.

Spell Bond (Su):
At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.

Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell's level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level. This ability replaces arcane bond.

Void School:

The void is a complex idea considered by some to be a fifth element—one that comprises thought, space, spiritualism, and insight. Wizards who tap into its mysterious powers gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits.

The void elemental school presented here is an additional arcane school for the wizard class.

A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list.

Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school. A wizard must expend two spell slots to prepare a spell from his opposed elemental school as normal. He does not need to select a second opposition school.
Void Magic

Add the following spells to your wizard spell list at the listed spell level:

1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.

Void Awareness (Su)
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su)
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su)
At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Void Elementalist Wizard Spells
0th—guidance;
1st—gravity bow, keen senses, shield, true strike;
2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory;
3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry’s embrace*, twilight knife;
4th—minor creation, moonstruck, wandering star motes;
5th—fabricate, major creation, mind fog, telepathic bond, teleport;
6th—greater dispel magic, legend lore, true seeing, mage’s lucubration;
7th—greater teleport, simulacrum, vision;
8th—mind blank, moment of prescience, orb of the void, whirlwind;
9th—foresight, mage’s disjunction, time stop.

Archmage Abilities:

Wild Arcana (Su): 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.

Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

Abundant Casting (Ex): Whenever you cast a spell that specifically targets a limited number of targets (such as "one creature/level" or "one or more creatures"), add your tier to the number of targets the spell can affect. For example, a 5th-level wizard/1st-tier archmage can target up to six creatures when casting haste (five from caster level 5th and one from 1st tier). Alternatively, you can expend one use of mythic power when casting a spell that affects only one target (such as "one creature") to have the spell affect an additional target. If the spell requires you to succeed at a melee touch attack, you must hold the charge (Core Rulebook 185) in order to make a second touch attack.

Mythic Abilities:

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.

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.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Riftwarden:

Counter-Summons (Su): A Riftwarden can ready an action to use a summon monster spell or spelllike ability as a counterspell, even though the casting time for a summon monster spell is 1 full round. When used this way, the summon monster spell is treated as though quickened to a swift action via the Quicken Spell metamagic feat, though its spell level is not increased, and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.

At 5th level, this ability can be used as an immediate action, without the need to ready an action beforehand.

Planar Guide (Ex): At 1st level and every three levels thereafter, a Riftwarden chooses one of the following benefits. She may choose each benefit more than once, each time applying to a different plane or outsider subtype. These bonuses stack with similar bonuses from other classes, but unlike with a ranger’s abilities, these bonuses do not escalate when new enemies or terrains are selected.

Favored Enemy: Choose one outsider subtype as a favored enemy (as the ranger class feature). Favored Enemy: Evil Outsider

Favored Terrain: Choose one plane other than the Material Plane as favored terrain (as the ranger class feature). Favored Terrain: Abyss

Terrain Mastery: Choose one plane to gain terrain mastery (as the horizon walker class feature; Advanced Player’s Guide 265). A Riftwarden must have the appropriate plane as a favored terrain before gaining terrain mastery with it.

Planar Channel (Su): At 2nd level, a Riftwarden can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. The Riftwarden deals damage as a cleric of a level equal to her highest caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy. A Riftwarden can use this ability a number of times per day equal to 3 + her bonus for the relevant ability of the spellcasting class she selected.

Eradication (Su): At 3rd level, a Riftwarden gains a +1 sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of outsiders. In addition, she increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that she uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation. These bonuses increase by +1 for every three levels after 3rd.

Counterport (Su): At 4th level, a Riftwarden can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of her. She can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any conjuration spell of at least 1 spell level higher, returning teleporting creatures to their point of origin.

Spellbook:

Cantrips - All
1st - Cause Fear; Chill Touch; Color Spray; Feather Fall; Gravity Bow*; Grease; Keen Senses*; Mage Armor; Magic Missile; Obscuring Mists; Ray of Enfeeblement; Resist Energy; Shadow Weapon; Shield; Shocking Grasp; Sleep; Snapdragon Fireworks; Summon Monster I; True Strike
2nd - Acid Arrow; Blindness/Deafness; Blur; Darkvision; False Life; Ghoul Touch; Haunting Mist*; Levitate; Scorching Ray; See Invisibility; Spectral Hand; Summon Monster II; Touch of Idiocy
3rd - Dispel Magic; Haste; Heroism; Hold Person; Lightning Bolt; Magic Circle Against Evil; Ray of Exhaustion; Summon Monster III; Twilight Knife*; Vampiric Touch
4th - Animate Dead; Black Tentacles; Dimension Door; Enervation; Invisibility (Greater); Phantasmal Killer; Stoneskin; Summon Monster IV; Wandering Star Motes*
5th - Dismissal, Teleport
Mythic - Haste, Magic Missile
*Void Spells

Dwarf's Spellbook:

1st - *Cause Fear; *Chill Touch; *Mage Armor; *Magic Missile; *Ray of Enfeeblement; *Shocking Grasp
2nd - *Blur; *Levitate
* Spells known

Tiefling's Spellbook:

1st level – *Chill Touch, Grease, *Mage Armor, *Shield, *Shocking Grasp, *Ray of Enfeeblement, *Obscuring Mist
2nd – Blindness/Deafness, False Life, Ghoul Touch, *Scorching Ray, Spectral Hand, Touch of Idiocy
3rd – Hold Person, Lightning Bolt, Ray of Exhaustion, Vampiric Touch
4th – Animate Dead, Dimension Door, Enervation, Stoneskin
5th – Hungry Pit, Suffocation
* Spells known

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Standard Racial Traits (Elf):

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


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Background:

Description:

Archmage Path Abilities:

  • 1st - Mythic Spellcasting
  • 2nd - Coupled Arcana
  • 3rd - Eldritch Breath
  • 4th - Arcane Metamastery
  • 5th - Eldritch Flight
  • 6th - Channel Power
  • 7th - Mythic Spellpower
  • 8th - Arcane Metamaster x2
  • 9th - Sanctum
  • 10th -