Vardalel Prennder

Eliadyr's page

191 posts. Organized Play character for Brenael.


Race

HP 66/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 |

Classes/Levels

Focus Points 2/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind

Gender

CG male elf magus (starlit span) 9 |

About Eliadyr

In earlier times Eliadyr has dabbled in many things common in Kyonin - arts and crafts, arcane magic, sword play and archery. He spent some time studying arcane magic but never settled on a discipline until he found interest in the blending of magic and archery.

It has been a couple of years since he left Kyonin and went on a tour to investigate expanding ties with other inner sea kingdoms. He is well up on politics, rulers of the different countries and the depredations of the Whispering Tyrant. His role was perhaps more as an advisor than directly negotiating treaties.

After his initial mission for Kyonin was up he decided to seek out the pathfinder society he had encountered frequently.

Statblock:

Eliadyr
Elf Magus 9
Medium, Elf, Humanoid
Heritage: Ancient Elf
Background: Kyonin Emissary
Perception +13; Low-Light Vision
Languages Common, Draconic, Dwarven, Elven, Varisian, Kellish, Sylvan, Cythonic
Skills Acrobatics* +15, Arcana*** +19, Athletics** +15, Crafting* +14, Diplomacy* +12, Demon Lore*** 18, Elf Lore*** 18, Pathfinder Society Lore* +14, Politics Lore* +14, Nature* +11, Occultism* +15, Religion* +11, Society* +15, Stealth*** +20, Thievery* +16
Str +2, Dex +4^, Con +2, Int +3, Wis +0, Cha +1
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Worn Items +1 Reslient Leather (Energy resistant - Fire), Alchemists fire (lesser), healing potion (lesser), wand of tailwind R2 [x], vial of holy water, merciful balm, Backpack
Invested Items wayfinder (with Aeon Stone (Pearly White Spindle)), Mage's hat, pendant of the occult, bracelet of dashing, cloak of illusions, choker of elocution (Cythonic), charlatan's gloves
Scrolls scroll of resist energy R2, scroll of dispel magic R5 (PFS Provision)
Items Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook, Thieves' Tools, Thieves' Tools (Replacement Picks) (4), Healing Potion (Minor), writing set, Antidote (lesser), Antiplague (lesser), darkvision elixer (moderate), merciful balm x3
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AC 27; Fort** +16, Ref** +18, Will** +16
HP 96
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Speed 30 feet 40 feet For 8 hours after the start of the first encounter
Melee ◆ +1 Striking Rapier +18 (Deadly d8, Disarm, Finesse), Damage 2d6+4 P
Melee ◆ Dagger +17 (Agile, Finesse, Thrown 10ft, Versatile S), Damage 1d4+4 P
Melee ◆ Warhammer +15 (Shove), Damage 1d8+4 B
Ranged ◆ +1 Striking ghost touch Composite Shortbow +18 (Deadly d10), Damage 2d6+3 P, Range 60 ft
Arcane Magus Spells DC 26, attack +16;
- 5th ◆◆Crashing wave (H+2), ◆◆Fireball (H+2)
- 4th ◆◆Fly, ◆◆Crashing wave (H+1);
- 2nd (studious) ◆◆Sure Strike, ◆Darkvision ;
- Cantrips ◆◆Gouging Claw, ◆◆Ignition, ◆◆Caustic Blast, ◆◆Telekinetic Projectile, ◆Shield
- Standby spell ◆◆Shocking Grasp
Arcane Wizard Spells DC 26, attack +16;
- 3rd ◆◆Haste;
- 2nd ◆◆See the Unseen;
- 1st ◆Sure strike;
- Cantrips ◆◆Light, ◆◆ Telekinetic Hand
Innate Arcane Spells DC 21, attack +11; Cantrips ◆◆Detect Magic, ◆◆Prestidigitation
Innate Occult Spells DC 24, attack +14; 1st ◆◆Invisibility, Cantrips ◆Guidance, ◆◆Figment, ◆◆Detect Magic
Focus Spells 1/2 Focus points, DC 23, attack +13; ◆Shooting Star, ◆Force Fang

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Spellstrike (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
Arcane Cascade (Concentrate, Magus, Stance) Requirements You used your most recent action to Cast a Spell or make a Spellstrike. . You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. . If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school. Abjuration or Evocation force; Conjuration or Transmutation same type as your weapon or unarmed attack ; Divination, Enchantment, or Illusion mental; Necromancy negative;
Conflux Focus Spells (1 points) Shooting Star ◆ (verbal) You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.
Jangling Dash ◆ (concentrate); Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.
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Additional Feats Additional Lore, Ancestral Longevity, Arcane Sense, Basic Wizard Spellcasting, Canny Acumen, Elven Weapon Familiarity, Expansive Spellstrike, Force Fang, Multilingual, Oddity Identification, Skill Training, Wizard Dedication, Standby Spell, Foil Senses
Additional Specials Conflux Spells, Hybrid Study (Starlit Span), Skill Training (Athletics), Spellbook, Spellstrike Specifics, Studious Spells, Wizard Archetype Arcane School (School of Mentalism)
Current Ancestral Longevity skill: Diplomacy
Current Expert Longevity skill: Athletics

Hireling - Sailing Master Allen:

Boons: Hireling, Professional Hireling, Expert Hireling
Skills: Survival** +13, Sailing Lore** +13, Scouting Lore** +13
Feats: Assurance (Survival)

Boons:

Wayfinder
Combat Mentor (Vigilant Seal)
Adversary Lore (Fiend): +1 circumstance bonus to Recall Knowledge about fiends
Hireling (Survival)
Professional Hireling
Expert Hireling
Treasure Bundle Insurance (3/3 remaining)
Adamant Wayfinder (Resist harm 1/adventure ↺ Effect You gain resistance 2 to acid, cold, electricity, fire, force, negative, positive, and sonic damage against one attack, spell, or effect.

Botting instructions:

◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw [dice=+1 striking ghost touch composite shortbow]1d20 + 18[/dice] on X for [dice]2d6 + 3 + 6d6[/dice] piercing + 5 persistent bleed ([dice=Deadly?]d10[/dice])

◆ Cast Shooting Star [dice=+1 striking ghost touch composite shortbow]1d20 + 18[/dice] (ignores concealment and lowers cover by one step) on X for [dice]2d6+3[/dice] piercing ([dice=Deadly?]d10[/dice])
◆ Strike [dice=+1 striking ghost touch composite shortbow,MAP]1d20+18-5[/dice] on X for [dice]2d6+3[/dice] piercing

◆ Cast Sure strike
◆◆ Spellstrike with Shocking Grasp (rank 5) [dice=+1 striking ghost touch composite shortbow]1d20 + 18[/dice] or [dice]1d20 + 18[/dice] on X for [dice]2d6+3[/dice] piercing plus [dice]6d12[/dice] electricity plus 1d4+3 persistent electricity if the target is wearing metal armor or is made of metal ([dice=Deadly?]d10[/dice])

◆ Draw rapier
◆◆ Spellstrike with gouging claw [dice=+1 striking rapier]1d20 + 18[/dice] on X for [dice]2d6 + 4 + 6d6[/dice] piercing + 5 persistent bleed ([dice=Deadly?]d8[/dice])