Vardalel Prennder

Eliadyr's page

60 posts. Organized Play character for Brenael.


Race

HP 42/42 | AC 21 |F +9 R +10 W +8 | Perc +6 | Stealth +10 |

Classes/Levels

Focus Points 0/1 |Hero Points 1/3 | Icons: ◆◇↺ | Prepared Spells: sure strike, sure strike, sure strike, shocking grasp (r2), shocking grasp (r2) | speed 30 | Exploration Activity: Avoid Notice | Conditions: None

Gender

CG male elf magus (starlit span) 4 |

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 4
N, Medium, Elf, Humanoid
Heritage: Ancient Elf
Background: Kyonin Emissary
Perception +6; Low-Light Vision
Languages Common, Draconic, Dwarven, Elven, Varisian, Kellish, Sylvan
Skills Acrobatics* +10, Arcana** +12, Athletics* +7, Crafting* +9, Politics Lore* +9, Pathfinder Society Lore* +9, Nature* +6, Occultism* +9, Religion +0, Society* +9, Stealth +10, Thievery* +10
Str +1, Dex +4, Con +1, Int +3, Wis +0, Cha +0
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Worn Items Leather, wayfinder (with Aeon Stone (Pearly White Spindle)), Mage's hat, Alchemists fire (lesser), scroll of dispel magic (PFS Provision), vial of holy water (loot), Backpack
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)
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AC 21; Fort +9, Ref +10, Will +8
HP 42
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Speed 30 feet
Melee ◆ Rapier +10 (Deadly d8, Disarm, Finesse), Damage 1d6+1 P
Melee ◆ Warhammer +7 (Shove), Damage 1d8+1 B
Ranged ◆ +1 Striking Composite Shortbow +11 (Deadly d10), Damage 2d6 P
Arcane Magus Spells DC 16, attack +6; 2nd ◆◆ Shocking Grasp (R2), ◆◆Shocking Grasp (R2); 1st ◆◆Sure Strike, ◆Sure strike ; Cantrips ◆◆Gouging Claw, ◆◆Ignition, ◆◆Caustic Blast, ◆◆Electric Arc, ◆Shield
Arcane Wizard Spells DC 16, attack +6; 1st ◆Sure strike ; Cantrips ◆◆Light, ◆◆ Telekinetic Hand
Arcane Sense DC 16, attack +6; Cantrips ◆◆Detect Magic
Focus Spells 1 Focus point, DC 16, attack +6;◆◆Shooting Star

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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.
Additional Feats Multilingual, Nimble Elf, Wizard Dedication, Expansive Spellstrike, Skill Training, Arcane Sense, Oddity Investigation, Basic Wizard Spellcasting
Additional Specials Arcane School, Conflux Spells, Hybrid Study (Laughing Shadow), Spellbook, Spellstrike Specifics, Wizard Archetype Arcane School (Mentalism)
Current Ancestral Longevity skill: Nature

Botting instructions:

◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw [dice=Composite Shortbow]1d20 + 11[/dice] on X for [dice]2d6 + 3d6[/dice] piercing + 3 persistent bleed

◆ Cast Shooting Star [dice=Composite Shortbow]1d20 + 11[/dice] (ignores concealment and lowers cover by one step) on X for [dice]2d6[/dice] piercing
◆ Strike [dice=Composite Shortbow,MAP]1d20+11-5[/dice] on X for [dice]2d6[/dice] piercing

◆ Cast Sure strike
◆◆ Spellstrike with Shocking Grasp (rank 2) [dice=Composite Shortbow]1d20 + 11[/dice] or [dice]1d20 + 11[/dice] on X for [dice]2d6[/dice] piercing plus [dice]3d12[/dice] electricity plus 1d4+1 persistent electricity