About Frederick Alsamir
Frederick Alsamir
Male Elf Martial Mageknight 1/Arcane Weaponeer Magus 2/Elementalist 2
Lawful Good Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Detect Magic (constant); Perception +10
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Defense
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AC 22, touch 13, flat-footed 19 [+9 armor, +3 dex]
hp 37 (5 HD; 1d10+4d8+7)
Fort +9, Ref +7, Will +8; +2 vs. enchantments, +1 vs. magic, spells, spell-like abilities, and sphere effects.
Immune Sleep
Defensive Abilities Evasion
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Offense
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Speed 20 ft.
Melee +1 Elven curve blade +[10] (1d10+8/18-20)
Ranged adhesive blast +7 touch (2d6 acid, DC 17 Reflex save or entangled and unable to move for 1 round)
. .destructive blast +7 touch (2d6 bludgeoning)
. . spending 1 spell point on either blast increases damage to 4d6
Special Attacks Energy Rift, 10 ft. line place-able within 35 ft. which deals blast damage and effect, DC 17 for half damage; spell combat; spellstrike; weave energy.
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Magic
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Caster Level 3; MSB 5; MSD 16; Concentration +9
Tradition Custom (Mental Focus, Verbal casting, Magical Signs); +1 spell point per odd level CAM Int
Spell Points 13
Destruction Sphere - CL 4; DC 17; Duration None; Range Close (35 ft); Talents Energy Rift, Adhesive Blast; Drawbacks None
- Destructive Blase (adhesive blast, energy rift)
Life Sphere - CL 3; DC 16; Duration None; Range Touch; Talents None; Drawbacks None
- Cure
- Invigorate
- Restore
Warp Sphere - CL 3; DC 16; Duration None; Range Medium (130 ft), Close (30 ft); Talents None; Drawbacks None
- Teleport
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Martial
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Tradition Custom (Equipment: Armor training, Elvish heritage, Finesse Fighting; Guardian Sphere); PAM Int
Equipment Sphere - DC 17; Duration None; Range None; Talents Armor Training, Elvish Heritage, Finesse Fighting; Drawbacks None
Guardian Sphere - DC 17; Duration 5 rounds; Range Sight; Talents Endure Pain, Greater Delayed Damage; Drawbacks Indifferent Defender
- Delayed Damage Pool (endure pain, greater delayed damage)
- Challenge
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Statistics
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Str 10, Dex 16, Con 12, Int 21, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Elven Battle Training, Elven Battle Style, Elven Battle Focus, Augur of Combat; Associated Feats weapon finesse
Skills Acrobatics +5, Bluff +13, Diplomacy +13, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +10, Knowledge (Nobility) +9, Knowledge (Planes) +10, Knowledge (Religion) +9, Perception +10, Spellcraft +13, Use Magic Device +8
Traits Student of Philosophy, Deft Dodger
Languages Common, Elven, Gnome, Draconic, Orc, Goblin, Sylvan
SQ Weapon Familiarity, Favored class (elementalist), Arcane Pool (6 points, +1)
Other Gear +1 nimble full plate, +1 elven curve blade, +2 headband of genius, masterwork backpack, canteen, 10 trail rations, 413 gp.
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Special Abilities
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Casting (CL 4 with Destruction, CL 3 otherwise) You can cast sphere effects. For purposes of multiclassing you have a caster level of 3 with all spheres except Destruction.
Destruction: Adhesive BlastYour destructive blast deals acid damage, reflex save or be entangled and unable to move for 1 round.
Destruction: Destructive BlastRanged or melee touch attack deals 2d6 bludgeoning damage, 4d6 with a spell point.
Destruction: Energy Rift Choose the corner of a square, then draw a straight line between that corner and any point within 10 ft. of it. The entirety of this line must be inside close range. Everything within a square the line passes through is affected by your destructive blast. Targets in the area can attempt a Reflex save to take half damage.
Life: Cure Heal a target for 1d8+3 hit points (1 SP)
Life: Invigorate Grant up to 3 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions (1 SP)
Warp: Teleport Teleport self or touched creature within close range (medium with a spell point)
Guardian sphere: Damage pool Can delay up to 16 damage taken until end of my next turn. Damage delayed is converted to non-lethal.
Magical Signs Your magic is accompanied by a tell-tale sign; All nearby creatures know when you are using magic, as well as the nature of the magic used.
Mental Focus Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.
Verbal Casting You must be able to speak aloud to use magic
Spell combat When making a melee full-round attack, can also use a standard action sphere-effect or concentrate on a sphere effect, which also imparts -2 to attack rolls. Does not need to make concentration checks from damage taken from known melee attackers.
Spellstrike When using a sphere effect that requires a touch attack, can instead deliver it through a melee weapon, replacing the free touch attack with a free melee attack. If the weapon attack lands a critical hit the sphere effect deals 2x damage and gets +4 to the save DC.
As a lesser son of more prosperous trade baron, Frederick never expected to ever see anything remotely resembling combat, yet upon losing what he thought to be a sure-fire bet with one of his university buddies he found himself honor-bound to try to go on an "adventure" with the city's pathfinder society. His friends might have thought it a joke when they proposed it, but he had given his word and meant to abide by it.
Unfortunately for him the society accepted Frederick's application, and after surviving the minor expedition he found himself thinking that there might be worse ways to earn a living. He didn't head out again immediately and had to gradually increase the frequency of his excursions, but nowadays he finds himself on the road more often than not, searching for something or other that the society happens to be looking for at the time.
When things go south (and they inevitably do), Frederick likes to take what he calls "the sophisticated approach" of surveying the battlefield first in order to find the most opportune point to strike, and in order to save having to dirty his hands any more than necessary. That isn't to say that he won't help out when he's needed or someone is in danger, just that he will always do so reluctantly, and with much grumbling.