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Elarion Valtor's page

1 post. Alias of Codanous.


Race

HP: 22 |AC:12 T:12 FF:10,| CMD: 11 | Fort: +2, Refl: +1, Will: +4 | Init: +4, Speed 30ft

Classes/Levels

Runic Focus: Conjuration | Spells 1st 4/4 | Hand of Apr 7/7

About Elarion Valtor

HP: 22 |AC:12 T:12 FF:10,| CMD: 11 | Fort: +2, Refl: +1, Will: +4 | Init: +4, Speed 30ft

Runic Focus: Conjuration | Spells 1st 4/4 | Hand of Apr 7/7

Elarion Valtor

Absalom Human Runesage Wizard 2
NG Humanoid (Human)
Init: +3 Senses: Darkvision 60 ft
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Defenses:
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AC: 12, T: 12, FF: 10 (+1 Dex, +1 Dodge
HP: 22 (2d6 + 8 + 4)
Fort: +2, Reflex: +1, Will: +4
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Offense
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Speed 20 ft
Melee
Ranged
Special Attacks Hand of the Apprentice +5 (1d8 )
Spells: CL 2 Concentration: +6 SR check: +6
1st Level: Grease DC15, Grease DC 15, Summon Monster 1, Magic Weapon
Cantrips: Open/Close, Detect Magic, Acid Splash, Prestidigitation, Message

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Statistics
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Str 10, Dex 10, Con 13, Int 19, Wis 10, Cha 10.
Base Atk +1; CMB +1 CMD 11
FeatsScribe Scrolls, Spell Focus(Conjuration), Improved Initiative

Traits

Magic is Life - Nethys Religion:
Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death. As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding

Greater Adept of the Society - Pathfinder Society:
Months of meditation and practice with the greatest spellcasters of the Society have given you an increased capacity for arcane knowledge. You gain one additional 0-level spell slot.

Skills 8 ranks/level + 2 BG ranks/level

Fly 2 +5
Knowledges:

-Nobility(BG) 1 +8
-Engineering (BG) 1 +8
-Geography (BG) 1 +8
-History(BG) 1 +8

-Arcana 2 +9
-Dungeoneering 2 +9
-Local 2 +9
-Nature 2 +9
-Planes 2 +9
-Religion 2 +9

Spellcraft 2 +9

Languages: Common, Draconic, Elven, Giant, Infernal

Favored Class bonus: +2 HP

Equipment:
backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Scroll of Mage Armor(x4)(100gp), Quarterstaff, Ioun Torch(75 gp), Potion of Cure Light Wounds x2 (100 gp), 20 platinum, 3 gold, 10 silver.

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Special Abilities
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Spellbook:

Begins with All 0-level spells and 3+INT 1st level spells (7). +2 1st level spells at 2nd level

1st Level Spells known:
Grease
Glue Seal
Mage Armor
Summon Monster 1
Identify
Stumble Gap
Rune Trace
Magic Weapon
Shield

[spoiler=Runic Focus (Su)] A runesage can use her knowledge of runes to create a runic focus, a small, semiprecious stone engraved with Thassilonian runes that she manipulates to alter her spellcasting abilities. In function, a runic focus behaves like an ioun stone. To activate a runic focus, the runesage must meditate on it as she prepares her spells. Following spell preparation, she tosses the gemstone into the air, after which it orbits around her head. A runic focus remains in orbit until the next time the runesage prepares her spells. A runic focus automatically functions as a runesage’s bonded object.

A runesage does not have the option to specialize in an arcane school—all runesages must be universalists. However, when a runesage creates a runic focus, she must choose one Thassilonian school of magic (see page 63). When she prepares her spells, she is treated as a Thassilonian magic specialist of her runic focus’s school for the purposes of determining what spells she can prepare (including gaining two additional spell slots per spell level of her school, and being unable to prepare spells from her runic focus’s two opposition schools). She does not gain the corresponding powers of that school, however, and always functions as a universalist wizard in this regard.

A runic focus allows the runesage to augment spells of a single arcane school to which the runic focus is aligned. As long as a runic focus remains activated, the runesage doesn’t require material components for any spell she casts from the runic focus’s aligned arcane school, provided the component’s cost never exceeds 10 gp × the runesage’s caster level. If the spell requires a material component that surpasses the cost limit, the runesage must have the material component on hand to cast the spell, as normal.

A runic focus has an AC of 24, 10 hit points, and hardness 5, as per an ioun stone. While the first runic focus a runesage creates is free, replacement runic foci can be created using the standard rules for replacing a bonded object for a wizard’s arcane bond. When a runesage creates a new runic focus, she can focus it on a different school of Thassilonian magic than her previous focus as long as the new school is not one that was an oppositional school from her previous focus. For example, a runesage with a runic focus on necromancy could abandon that focus and replace it with a new focus on any school other than abjuration and enchantment (as these two schools are opposition schools to Thassilonian necromancy).

Sloth (Conjuration): Calling agents and minions to perform your deeds for you, or creating what you need as you need it. Prohibited Schools: evocation, illusion.

This ability alters arcane bond and replaces arcane school.

School: Universalist:

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Backstory:

Elarion Valtor, Pathfinder Society Researcher

Elarion Valtor grew up in the bustling metropolis of Absalom, where he was immersed in the arcane arts and ancient lore from a young age. His studies focused on ancient languages, forgotten magics, and the history of lost civilizations, making him an invaluable resource for adventurers seeking knowledge on their quests. When he was finished with his apprenticeship he joined the Pathfinder Society as a researcher. Intent on studying the lost knowledge that had been collected by field agents over the years.

Elarion's dedication to his research and his talent for uncovering hidden truths eventually caught the attention of the Society's leadership. They saw potential in him not just as a scholar but also as a field agent, someone who could provide crucial insights during expeditions.

Though initially hesitant, Elarion is excited about the opportunity to apply his knowledge in the field and perhaps add to the vast trove of knowledge housed within the Pathfinder Society. Armed with his scholarly expertise, a selection of carefully chosen spells, and a pack of books and scrolls, Elarion sets off from Absalom, eager to face the challenges and discoveries that await him in Magnimar. His journey is one of both professional duty and personal growth, as he steps out of the shadows of academia and into the broader world of adventure.