Jeggare Noble

Conri Cailean's page

57 posts. Alias of Deaths Adorable Apprentice.


Full Name

Conri Cailean

Race

HP 16/16 | acid,fire,cold,electric resist 5 | darkvision 60ft | AC-12 T-11 FF-12 | F+2 R+2 W+3 |CMB+2 CMD 13 | Init+1 | Perc +1 (+2 if familiar is close) | Spells (1st - 2/4) | Mythic pool 1/5

Classes/Levels

Wand of Magic Missile (x15 charges, cl 1)

Gender

Male CG Peri blooded Aasimar, Crossblooded Sorcerer (Dragon & Celestial bloodline) Lvl 2, Archmage & Marshal tier 1

About Conri Cailean

A smooth faced young man with long tied black auburn hair. A constant smile on his face that reaches his yellow green eyes. Layer of well made clothing do only so much to hide his narrow frame. Typically wearing a beautifully made crimson and gold duster jacket over his much simpler but sturdy clothing while in town.

Underneath his layer a few tattoos hide. A shadow cast howling wolf crouches on the side of his ribcage. A beautifully crafted red, yellow and orange lotus fills the back of his right calf. And probably the easiest to spot, though rather out of place, is a simple compass on his right wrist.

Conri Cailean/b]
Aasimar, male, Tattooed Sorcerer Crossblooded lvl 2 (Celestial & Draconic Green)
CG, medium, Outsider native
[b]Init
+1 Senses darkvision 60ft
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Defense
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AC 12, touch 11, flat-footed 12 (+1 dex, +1 enchantment)
hp 16
acid resistance 5, cold resistance 5, Fire resistance 5, and electricity resistance 5.
Fort +0, +1 mod, +1 magic = 2
Ref +0, 1+ mod, +1 magic = 2
Will +3 class, -2 archetype, 1+ mod, +1 magic = 3
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Offense
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Speed 30 ft.
Melee
Ranged
Special Attacks
[Class] Spells Known/Prepared (CL 2nd; concentration +6)
. . 1st 1(4/day) - Magic Missile,
. . 0th (3 at will) – Detect Magic, Read Magic, Message, mending
acid splash (3/day)
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Wild Arcana (Su)
(See FAQ below) 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.
Advance (Ex)
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn.

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Statistics
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Str 12, Dex 12, Con 13, Int 14, Wis 12, Cha 18
Base Atk +1; CMB+2; CMD: 13
Feats: Mage’s Tattoo Conjuration: acid splash (+1 caster level for conjuration spells)Eschew Materials
Skills: 2 +1 + Int (* indicates a background skill)
Appraise (Int) +rank, +mod, + class =
Bluff (Cha) +1 rank, +4mod, +3 class =8
Craft (Int) (tattoos) +1 rank, +2mod, +3 class =6
Craft (Int) (cooking) +2*rank, +2mod, +3 class =7
Diplomacy (Cha) +2 rank, +4mod = 6
Fly (Dex) +rank, +mod, + class =
Heal (wis) +1 rank, +0mod, +3 class = 4
Intimidate (Cha) +rank, +mod, + class =
Knowledge (arcana) (Int) +1rank, +2mod, +3 class =6
Linguistics (Int) +1*rank, +mod, +3 class, +1 trait, +2 racial = 7
Perception (Wis) + rank, +0mod, + class = (+2 if familiar is in arms reach)
Profession (Wis) (brewer)+1rank, +0mod, +3 class = 4
Sense Motive (Wis) +2 rank, +0mod, +3 class, +1 trait, +2 racial =8 (+2 if familiar is in arms reach)
Spellcraft (Int) +1rank, +2mod, +3 class =6
Use Magic Device (Cha). +rank, +mod, + class =

Traits: Cosmopolitan
Your exposure to many people and tongues has given you a particular facility for speech.
Benefit: You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you
Influence
Your position in society grants you special insight into others, and special consideration or outright awe from others.
Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Languages: Common, Celestial, Elven, Gnome, Infernal, Abyssal.
SQ
Other Gear: 12gp, 3sp, 9cp
Wand of Magic Missile (x17 charges, cl 1)

Outfit, Explorer’s (sturdy boots, leather breeches, leather belt, black loose shirt, red and gold vest, thick gloves, and black cloak, a bright blue scarf)
Fancy red and gold high collar duster jacket 10gp
Outfit, Artisan’s 1gp (linen oversized shirt, drawstring pants, comfortable shoes, wide brimmed hat, sturdy apron)
Backpack 2gp, Blanket5 sp, Bedroll1 sp, Soap 1cp, Water proof bag 5sp, Belt pouch 1gp, dagger 1gp,
Journal 10gp, x10Chalk 1sp, X4Charcoal 2gp, Flint and steel 1gp, Waterskin 1gp, x6 Rations, trail 3gp, Poncho5 sp, Holy Text 20gp, Silver holy flask 35gp, Artisan’s Tools 5 gp (small kit for tattooing)
Cooking Kit, 3 gp (iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.)
Gear Maintenance Kit 5 gp,(This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.)
Grooming Kit 1 gp, (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)

Tattoos (black howling wolf on his left ribs. A red, yellow and orange lotus on his right calf. And a simple compass on his left wrist]

Peri-Blooded (Emberkin):

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Ancestry Peri
• Typical Alignment NG
• Ability Modifiers +2 Int, +2 Cha
• Alternate Skill Modifiers Knowledge (planes), Spellcraft
• Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
• Emberkin Race Traits: Burnished Skin, Pyromancer
Standard Racial Traits
• Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Int, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, Fire resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Magical Racial Traits
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

ability bonus list:

2-wis
4-con, int
6-dex
8-int, wis
10-
12-
14-
16-
18-
20-

enhancement bonus plan:

1- armor
2-saves
3-spells
4-melee
5-
6-
1-4, 5-8, 9-12, 13-16, 17-20

Feat plan (subject to change):

1-Mage’s Tattoo Conjuration: acid splash (+1 caster level for conjuration spells)Eschew Materials
3-Celestial Servant
5-Spell Focus (conjuration)
7- Improved Familiar https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/caypup/
9-Augment Summoning
11-Spell Penetration
13-Superior Summoning
15-Summon Good Monster
17-
19-

Mythic path plan (subject to change) Archmage & Marshal:

Wild Arcana (Su)
(See FAQ below) 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.
Advance (Ex)
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn.

1-Legendary Item (Ex)
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

2- Enduring Armor (Su)
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action

3-Legendary Item (Ex)
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
.
Competent Caster (Ex)
You automatically succeed at concentration checks to cast arcane spells. This ability doesn’t apply to spells of the highest spell level you can cast.

4- Speedy Summons (Su)
When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you’re a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon.

5- Mirror Dodge (Su)
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which you teleport.

6-Legendary Item (Ex)
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

7-Sanctum (Su)
You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum’s door, you decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.

8-Mythic Presence (Su)
Your power unnerves ordinary mortals. By expending one use of mythic power, you gain an effect similar to frightful presence, except that creatures are affected according to their tier (or rank, in the case of monsters) instead of their Hit Dice. Non-mythic creatures that fail their saves are panicked for 1 minute, and those that succeed are shaken for 1 minute. Creatures with a mythic tier or rank equal to or less than your tier are unaffected if they succeed, and are shaken for 1 minute if they fail. Creatures with a mythic tier or rank higher than yours are unaffected by your mythic presence. The Will save against your mythic presence equals 10 + your tier + your Charisma modifier. This ability lasts for 1 minute and has a range of 30 feet.

9-Concentrated Barrage (Ex)
Source Pathfinder Player Companion: Mythic Origins
You can direct your allies to attack as a unified force. As a standard action, you can expend one use of mythic power to enable two allies within 30 feet of you to each make a single ranged or melee attack at a target you designate. Allies must be able to attack the target (either with a ranged weapon or by being close enough to use a melee weapon), and may choose not to.
Each attack is resolved using the attacker’s highest base attack bonus, and this attack doesn’t count toward the ally’s total number of actions on its turn. At 6th tier and higher, you can affect up to three allies with this ability. At 9th tier and higher, you can affect up to four allies with this ability.

10-Inspiring Assault (Su)
As a swift action, you can expend one use of mythic power to inspire your allies to greatness in combat. Once per turn as a free action, each of your allies can either move up to its speed or make one melee or ranged attack at its full base attack bonus. These actions don’t count against its actions for the turn. Once activated, this ability lasts a number of rounds equal to your tier, but immediately ends if you don’t damage an opponent with an attack or spell on your turn. This ability doesn’t stack with haste or similar effects. An ally must be within 30 feet of you at the start of its turn to benefit from this ability.

Mythic feat plan (subject to change):

1- Dual Path (Mythic)
3-Extra Path Ability (Mythic)
5-Spell Lore (Mythic)
7-Spell Lore (Mythic)
9-