Isilda

Emalliandra's page

1,209 posts. Alias of Drogeney.


Full Name

Emalliandra

Race

Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 |

Classes/Levels

Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

About Emalliandra

Build:

Emalliandra
female human arcanist (occultist) 17
CG medium human
Init +2; Senses Perception +15
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Defense
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AC 20, touch 19, flat-footed 13 (+4 armor, +2 Dex, +2 natural armor, +1 deflection, +1 untyped)
hp 113 (17d6+33)
Fort +10, Ref +10, Will +11
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Offense
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Speed 30 ft.
Melee varies +6 (varies)
Ranged varies +9 (varies)
Special Attacks Arcane Reservoir (14/22), Consume Spells (8 per day), Conjurer's Focus (SM 9), Potent Magic
Spells (CL 16; concentration +25):
8th (3/day)—greater shadow evocation (dc 28), form of the exotic dragon III
7th (5/day)—banishment, greater teleport, quickened haste
6th (5/day)—greater shadow enchantment (dc 26), undeath to death (DC25), greater dispel magic
5th (6/day)—teleport, shadow evocation (dc 25), prying eyes, persistent lightning bolt (dc 22), glitterdust
4th (6/day)—dimension door, enervation, dispel magic, black tentacles (dc 24)
3rd (5/day)—dispel magic, haste, diamond spray (dc 22), sleet storm
2nd (6/day)—false life, spectral hand, lesser angelic aspect, acid arrow, see invisibility
1st (7/day)—silent image (dc 21)], shadow trap (dc 21), magic missile, grease, enlarge person
0 (at will)—detect magic, acid splash, dancing lights, mage hand, mending, prestidigitation, read magic, arcane mark, open/close

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Statistics
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Str 7, Dex 14, Con 14, Int 28, Wis 7, Cha 26
Base Atk +8; CMB 6;CMD 17
Feats WP: simple; Spell Focus (conjuration) (1st), augment summon (hbf), extra reservoir (3rd), craft arms and armor (5th), craft wondrous item (IC), craft construct (7th), summon good monster (9th), spell focus: illusion (11th), extra exploit (counterspell) (13), persistent spell (15), quicken spell (17)
Traits talented (dance), skillfull
Skills
Appraise +29=9+17+3
Craft (clockwork) +29=+9+17+3
Diplomacy +23=+6+17+0
Fly +22=+2+17*+3
Knowledge (arcane) +29=+9+17+3
Knowledge (dungeoneering) +29=+9+17+3
Knowledge (planes) +29=+9+17+3
Linguistics +29=+9+17+3
Perception +15=-2+17*+0
Spellcraft +29=+9+17+3
Swim +19=-2+17*+0
Use Magic Device +28=+8+17+3

Background Skills
Perform (dance) +20=+9+7+4+1
knowledge (engineering) +20=+9+8+3
Knowledge (history) +22=+8+10+3
Knowledge (geography) +22=+9+10+3
*from headband
Languages azlanti, common, aboleth, thassilonian, varissian, celestial, terran, aquan, syrinx, auran, ignan, infernal, abyssal, tien. draconic, ancient osiriani, necril, jistka, cyclops, shadow tongue
Combat Gear none); Other Gear
ioun torch
wand of color spray (12/12)
wand of flaming sphere (2/9)
wand of mage armor (13/15)
soul soap (construct repair) x2
ring of swimming
ring of prot +1
Scroll of Fox's Cunning
pot prot evil
shocking robe
cloak of resistance +3
circlet of persuasion
amulet of natural armor +2
engineer's work gloves
headband of mental prowess (+6 int [perception, swim, fly], +6 cha)
blessed book
Toumaline Sphere Ioun Stone
Iridescent Spindle Ioun Stone
Dusty Rose Prism
pot cure mod x2
Misc Gear backpack, bedroll, belt pouch, flint and steel, ink, an inkpen, mess kit, soap, spell component pouch, trail rations (5 days), waterskin, spellbook, azlanti spellbook, courtesan's outfit, stiletto boots, clockwork bee w/ key, coral hair comb with Emalliandra's ancient family crest in it, 1400 gp, 6 sp, 4 cp; 1 1500gp diamond

Light: 23
Med: 46
Hvy: 70
Total Weight Carried: 15 lbs
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Special Abilities
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Arcane Exploits By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Item Crafting (Su) Craft Wondrous Item
Potent Magic (Su) Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Quick Study (Su) The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Conjurer’s Focus (Sp) An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
This ability replaces the arcanist exploit gained at 1st level.
Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Counterspell By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Greater Counterspell Whenever the arcanist uses the counterspell exploit, she can expend any arcanist spell slot of the same level or greater than the spell to be countered (instead of the spell level +1). The arcanist must have the counterspell exploit to select this exploit.
Counter Drain Whenever the arcanist successfully uses the conterspell exploit, she regains a number of points to her arcane reservoir, which is determined by the level of the spell countered. Spells of 2nd level or lower do not restore any points to her arcane reservoir. Spells of 3rd and higher restore 1 point to her arcane reservoir for every three spell levels (rounded down), to a maximum of 3 points at 9th level. The arcanist must have the counterspell exploit to select this exploit
Planar Spells An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Planar Contact (Sp)
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level.
This ability replaces the arcanist exploit gained at 7th level.
Skillful Once per day when you fail an Acrobatics, Climb, Spellcraft, Stealth, or Use Magic Device check, you can immediately reroll that check as a free action. You must take the second result, even if it’s worse.


Blessed Book:
Pages 192/10000
0 (34)-resistance, acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, bleed, disrupt undead, touch of fatigue, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitation
1st (17)-mage armor, ray of enfeeblement, snowball, shadow trap, silent image, charm person, enlarge person, alarm, expeditious construction, magic missile, grease, air bubble, alarm, burning hands, heightened awareness, magic weapon, shield, touch of the sea, identify
2nd (28)-spectral hand, resist energy, touch of idiocy, lesser angelic aspect, acid arrow, cat's grace, glitterdust, mirror image, resist energy, scorching ray, see invisibility, unnatural lust, false life, invisibility
3rd (20)-sleet storm, diamond spray, keen edge, spiked pit, clairaudience/clairvoyance, dispel magic, haste, heroism, lightning bolt, suggestion
4th (16)-lesser planar ally, dimension door, black tentacles, enervation
5th (20)-planar binding, teleport, shadow evocation, prying eyes
6th (30-chain of light, form of the exotic dragon 1, greater shadow enchantment greater, greater dispel magic, undeath to death
7th (21)-limited wish, greater teleport, banishment
8th (32)-greater shadow evocation, form of the exotic dragon III, create demi plane, Mage's Magnificent Mansion

Emmie's Spellbook:
Pages 6 1/100
0 (34)-resistance, acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, bleed, disrupt undead, touch of fatigue, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitation
1st (9)-mage armor, ray of enfeeblement, snowball, shadow trap, silent image, charm person, enlarge person, alarm, expeditious construction, magic missile, grease
2nd (8)-spectral hand, resist energy, touch of idiocy, lesser angelic aspect
3rd (12)-sleet storm, diamond spray, keen edge, spiked pit
4th (16)-lesser planar ally, dimension door, black tentacles, enervation
5th (10)-planar binding, teleport

Hendrake Spellbook:

2nd--acid arrow, cat's grace, glitterdust, mirror image, resist energy, scorching ray, see invisibility, unnatural lust
1st--air bubble, alarm, burning hands, grease, heightened awareness, magic weapon, shield, touch of the sea
0--arcane mark, detect magic, disrupt undead, message, mage hand, open/close, prestidigitation, ray of frost read magic, resistance

Azlanti Spellbook:
Pages 29/100
1st--air bubble, identify, shield
2nd--false life, glitterdust, invisibility, scorching ray
3rd--clairaudience/clairvoyance, dispel magic, haste, heroism, lightning bolt, suggestion

Description:
Emalliandra is a beautiful human woman of roughly twenty one years standing five foot four and has a figure that men would kill for. Her eyes are a vivid purple and her hair a color so pale as to be almost silver. She walks with a grace and poise that makes her seem confident and as if she knows exactly the effect she has on men and women alike. Her clothing is sparse and involves a few scraps of white cloth and some black straps with heeled ankle boots and a pair of white silk gloves.

Personality:
Emalliandra is a woman who helps anyone she meets, is a rather renowned flirt, and has a hunger for knowledge. All of those traits are actually a mask though for, deep down, she carries about her a weariness that at times makes her seem much older than her years. She also feels a drive, a very strong one, to return to the ruins of Ancient Azlant for reasons she can’t fully understand.

Background:
Emalliandra remembers nothing of her past. The first thing she recalled when she found herself in Varissia was her name, Emalliandra, beyond that the only other thing she could recall were things so deeply ingrained they would never be forgotten, personal care, and one single language, one dead for tens of thousands of years, Ancient Azlanti.

Luckily for Emalliandra (Emi) she found that she had a knack for languages and quickly picked up the dialect of the varissian clan that had found her. They helped her find her way to the city of Magnimar and from there she heard of the Pathfinder Society. She made contact with the local Venture Captain and her story intrigued the noblewoman who gave her access to the local chapter’s library. While studying Emi found a book on magic and began reading it. It was one in an ancient language, one no one else had deciphered, but one that she knew very well. She made a deal with the Venture Captain, to translate the book in exchange for keeping it. Delighted at the prospect she agreed and Emi found herself soon in the possession of a book of magic and the ability to wield it.

As she studied her newfound magic Emi found a way to cheat, at least that's what a local wizard called it, as she had a natural pool of magic that most mages didn't. She found she could convert some of her stored magic into this mystical reservoir and she could then use it to summon creatures from other planes. She was startled at this ability and made some of the local spellcasters quite jealous as her summons came and stayed far longer than most people's did. She focused her studies on this area of magic, learning to call divine power to augment a person's natural healing, and to make her summoned creatures even more powerful.

Eventually Emi took a ship for Andoran, something was drawing her there, even if she couldn’t explain it and she continued to do odd translation work for the local Society office. When she heard about the second colony wave she knew she had to be a part of it, a compulsion so strong she couldn’t resist it. In the end she prevailed upon the Society to help her get a spot on the ship and she boarded, saying goodbye to all she had known, to for a knew land.

Now that the colony has been settled Ema has made several friend's and acquaintances besides just those she is exploring with. Among them are Perrell, the mousy cartographer, who she is trying to get to open up and be less timid and maybe have some fun with some time. The second is Carver, a member of the Pathfinder Society, he has become a sometime lover and a source of conversation few others can provide given his breadth of knowledge. Thirdly there is her new apprentice Medrinnah, a young woman who was thinking about leaving her Mother and returning to the mainland until she learned she had a chance to become a wizard.


Emalliandra

Post in Progress:
Ema heard her father's voice and realized that what he wanted her to do would give him control of the device. There was no need for that now with the death of their enemies and she knew she couldn't deactivate this thing safely very quickly. Ema called out to her companions, "Get out! I need to flood room!"

Ema gave them a moment to get out while she cast a spell on herself. Her body blurred into that of a brine dragon so she could breath when the water came pouring in.

Form of the exotic dragon 1 for a brine dragon. Will the failsafe flood the whole room or only the immediate area around the device? It sounds like it will be the whole room.

Magic Item Details:

Shocking Robes This violet and yellow silk robe gives the impression of electricity crackling over its surface.

The robe grants the wearer electricity resistance 5 and increases the wearer’s caster level for all spells with the electricity descriptor by +1.

Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of electricity. Creatures other than the wearer within the area take 2d6 points of electricity damage (Reflex DC 16 half).


Form of the Exotic Drg 1:
You gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, a +4 natural armor bonus, a fly speed of 60 feet (poor), darkvision with a range of 60 feet, a breath weapon, and either resistance to one form of energy or some other bonus. You also gain one bite attack (1d8), two claw attacks (1d6), and either a gore attack (1d8) if you assume the form of an imperial dragon or two wing attacks (1d4) if you assume the form of a primal dragon. Your breath weapon, resistance, and any other benefits you gain depend on the type of dragon. You can use the breath weapon only once per casting of this spell. All breath weapons deal 6d8 points of damage unless noted otherwise and allow a Reflex save to halve the normal damage. In addition, some of the dragon types grant additional abilities, as noted below.
Brine Dragon: 60-foot line of acid, acid resistance 20, swim 60 feet.

Cloud Dragon: 30-foot cone of electricity, electricity resistance 20, swim 40 feet.

Crystal Dragon: 30-foot cone of sonic (damage dice are d6s instead of d8s), sonic resistance 20, climb 20 feet, burrow 20 feet.

Forest Dragon: 30-foot cone of piercing, burrow 20 feet, climb 30 feet.

Magma Dragon: 30-foot cone of fire, fire resistance 30, vulnerability to cold.

Sea Dragon: 30-foot cone of fire, electricity resistance 20, swim 40 feet.

Sky Dragon: 30-foot cone of electricity, electricity resistance 20, improve fly speed maneuverability to average.

Sovereign Dragon: 30-foot cone of sonic (damage dice are d6s instead of d8s), spell resistance equal to 13 + the spell’s level.

Umbral Dragon: 30-foot cone of negative energy (damage dice are d6s instead of d8s; doesn’t heal undead creatures), cold resistance 20, +4 on saves vs. death effects.

Underworld Dragon: 30-foot cone of fire, fire resistance 20, vulnerability to cold, burrow 20 feet.


Form of the Exotic Dragon III:
This spell functions as per form of the exotic dragon II except that it also allows you to take the form of a Huge imperial or primal dragon.
Druids can choose from the primal dragon (brine, cloud, crystal, magma, or umbral) forms only.
You gain the following abilities: a +10 size bonus to your Strength, a +8 size bonus to your Constitution, a +8 natural armor bonus, a fly speed of 120 feet (poor), blindsense with a range of 60 feet, darkvision with a range of 120 feet, a breath weapon, damage reduction 10/ magic, frightful presence (DC = DC for this spell), and immunity to one form of energy (of the same type form of the exotic dragon I grants a resistance to, if any). You gain one bite attack (2d8), two claw attacks (2d6), a one tail slap attack (2d6), and either a gore attack (2d8) if you assume the form of an imperial dragon or two wing attacks (1d8) if you assume the form of a primal dragon. You can use the breath weapon as often as you like, but must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage unless noted otherwise and allow a Reflex save to halve the normal damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

Azlanti introduction:
Emalliandra daughter of Aliandara by Jazradan