Spell Sovereign

Galandaro Tinalmathian's page

377 posts. Organized Play character for qwerty1971.


Full Name

Galandaro Tinalmathian

Race

Elf

Classes/Levels

Arcanist 14-Magaambyan Initiate (HP: 86/86)(AC:28; FF:24,T:17)(F:+10 R:+12 W:+13)(Init:+6)(Perception: +24)

Gender

Male

Size

medium / 5'11" /157lbs/ Black hair with Grey stripes/ Grey eyes

Age

145

Alignment

NG

Deity

Yuelral

Languages

Languages:
Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Druidic, Elven, Ignan, Infernal, Jistka, Necril, Osiriani-Ancient, Polyglot, Sylvan, Terran, Thassalonian, Tien, Undercommon

Occupation

Day Job:
[dice=Caravan]1d20+19[/dice]

Strength 10
Dexterity 18
Constitution 14
Intelligence 27
Wisdom 10
Charisma 20

About Galandaro Tinalmathian

Galandaro Tinalmathian
Arcanist 14 Magaambyan Initiate114768-5
NG Medium humanoid (Elf)
Init: +6; Perception: +23

Tracked:
Arcane Reservoir: 24/31; Shield Wand:41;InfHeal Wand:35

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Defense:

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AC: 28 (with Mage Armor/Shield active) FF:24, T:17
HP: 86 (14d6+28)
Fort: +10, Ref: +12, Will: +13

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Offense:

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Speed 30 ft.
Ranged: +12
+3* Adaptive Planar Seeking Whipwood Longbow +15/+10; 1d8+7
Arcanist Exploit: +11; 7d6+5
Melee: +7
Darkwood Shillelagh +8/+3; 2d6+4
+3* Cold iron Sickle +10/+5; 1d6+6
[dice=Exploit Ranged Touch]1d20+11+1[/dice]...[dice=DMG]7d6+5+1[/dice]
[dice=+3 Adaptive Planar Seeking Whipwood Longbow +PBS1]1d20+15[/dice]...[dice=DMG]1d8+7[/dice]
[dice=+3 Adaptive Planar Seeking Whipwood Longbow +PBS2]1d20+10[/dice]...[dice=DMG]1d8+7[/dice]

[dice=+3 Cold Iron Sickle1]1d20+10[/dice]...[dice=DMG]1d6+6[/dice]
[dice=+3 Cold Iron Sickle2]1d20+5[/dice]...[dice=DMG]1d6+6[/dice]
[dice=Darkwood Shillelagh1]1d20+8[/dice]...[dice=DMG]2d6+4[/dice]
[dice=Darkwood Shillelagh2]1d20+3[/dice]...[dice=DMG]2d6+4[/dice]


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Active Buffs:

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* Shield: 0/14 minutes
* Resist Energy: Fire 30; 0/320 minutes
* Barkskin: 0/140 minutes
* Grtr False Life: 1d10+13 hit points; 0/14 hours
* Grt Magic Wpn: 8/14 hours
* Prot. Energy: 0/140 minutes
* Life Bubble: 26/32 hours, 14 pax max
* Ant Haul: 22/28 hours
* Endure Elements: all day
* Overland Flight: 8/14 hours
* See Invisibility: 140/140 minutes

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Statistics:

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Str: 10, Dex: 18, Con: 14, Int: 27, Wis: 10, Cha: 20
BAB: +7; CMB: +7; CMD: 24
Languages: Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Druidic, Elven, Ignan, Infernal, Jistka, Necril, Osiriani-Ancient, Polyglot, Sylvan, Terran, Thassalonian, Tien, Undercommon

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Feats:

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Extra Arcanist Exploit
Extra Arcanist Exploit
Extra Arcanist Exploit
Point Blank Shot
Precise Shot
Spell Mastery (Mnemonic Enhancer, Mage Armor, Magic Missile, Haste, Glitterdust)
Improved Familiar
Alertness- from familiar
Arcane Strike (swift action/ +3 overcomes DR)
Spell Penetration

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Traits and Drawbacks:

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Traits: Observant: Perception,
Warrior of Old: +2 Initiative
FCB: Arcanist reservoir +14

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Arcanist Class Abilities:

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*Arcane Reservoir (Su): 31/31
*Arcanist Exploits:
Acid Jet: (7d6+5/DC21 FORT sickened 1d4 rounds),
Ice Missile: (7d6+5/DC21 FORT staggered 1 round),
Sonic Blast: (7d6+5) + deafened for 1 minute
Force Fist: (1d4+14 Force damage x5 missiles)
Familiar: An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar.
Arcane Weapon: As a standard action, the arcanist can expend 1 point from her arcane reservoir to enhance her weapon. The weapon is treated as magic for the purposes of overcoming damage reduction. At 5th level, the weapon gains a +1 enhancement bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. An arcanist can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, and throwing.
Potent Magic: 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.
*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. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed.
*Halcyon Spell Lore: A Magaambyan initiate’s studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. SPELLS: 1st-Deadeye's Lore, Longstrider, Shillelagh, 2nd-Restoration, Lesser, Barkskin, 3rd-Magic Fang- Greater, Remove Disease, Neutralize Poison; 4th- Healing Flames, Strong Jaw, 5th-CCW, Death Ward, Raise Animal Companion

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SPELLS:

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*Prepared Spells= 0-9/1st-6/2nd-6/3rd-4/4th-4 /5th- 3/6th- 2/7th-1
*Spells per day= 1st-6/2nd-6/3rd-6/4th-6 /5th- 5/6th- 4/7th-1
*Spells:
0- (DC-17)- Disrupt Undead, Detect Magic, Daze, Light, Message, Prestidigitation, Read Magic, Detect Poison, Mending,
1st 6/day (DC-19)- Disguise Weapon, Enlarge Person, Gravity Bow, Magic Missile, Protect/Evil, Snowball, Shield, Ant Haul*
2nd 6/day (DC-20)- Glitterdust, Scorching Ray, Resist Energy, Mirror Image, See Invisibility*
3rd 6/day (DC-21) Haste, Greater Magic Weapon*, Dispel Magic, Resist Energy, Communal*
4th 6/day (DC-22) Prot Energy, Communal, Boneshatter, Dimension Door, False Life, Grtr
5th 5/day (DC-23) Overland Flight*, Teleport, Life Bubble*
6th 4/day (DC-24) Disintegrate, Transformation
7 th 3/day (DC-25) Mass Fly
Galandaro always uses Potent Magic to add +2 to the DCs of any spells requiring a target saving throw.

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Spell Book:

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0- Acid Splash, Arcane Mark, Bleed, Dancing Lights, Dave, Detect Poison, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1st- Abundant Ammunition, Color Spray, Disguise Weapon, Endure Elements, Gravity Bow, Infernal Healing, Mage Armor, Magic Missile, Protection from Evil, Shield, Snowball, Ant Haul
2nd- Bull's Strength, Force Sword, Glitterdust, Invisibility, Mirror Image, Resist Energy, Scorching Ray, See Invisibility
3rd- Dispel Magic, Fireball, Force Punch, Haste, Heroism, Greater Magic Weapon, Resist Energy, Communal
4th- Darkvision-Greater, Dimension Door, Invisibility-Greater, Mnemonic Enhancer, Boneshatter, Stoneskin, Prot Energy- Communal, False Life Grtr, TK Charge
5th- Overland Flight, Teleport, Planetary Adaptation, Planar Adaptation, Life Bubble
6th-Disintegrate, Azlanti Defending Sword, Transformation
7th- Mass Fly, Mass Planar Adaptation

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Racial Abilities:

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immune to magic sleep effects
+2 racial saving throw BONUS against enchantment spells and effects
+2 racial BONUS on caster level checks made to overcome spell resistance
+2 racial bonus on Spellcraft skill checks made to identify magic items
+2 racial bonus on Perception checks
Proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows),

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Skills = 98:

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Acrobatics: +18/14*, [dice= Acrobatics]1d20+ 18[/dice]
Appraise:+12/1, [dice=Appraise ]1d20+12 [/dice]
Craft Alchemy: +12/1, [dice= Craft Alchemy ]1d20+ 12[/dice]
Diplomacy:+19/14*, [dice= Diplomacy]1d20+ 19[/dice]
Escape Artist: +17/13*, [dice= Escape Artist]1d20+17 [/dice]
Fly:+12/1, [dice= Fly]1d20+12 [/dice]
Linguistics:+22/11, [dice= Linguistics]1d20+ 22[/dice]
Perception:+24/14, [dice= Perception]1d20+ 24[/dice]
Spellcraft:+25/14, [dice= Spellcraft]1d20+ 25[/dice]
UMD:+20/12, [dice= UMD]1d20+ 20[/dice]
K.Arcana:+25/14, [dice= Arcana]1d20+ 25[/dice]
K.Nature: +25/14, [dice= Nature]1d20+ 25[/dice]
K.Nobility: +13/1, [dice= Nobility]1d20+ 13[/dice]
K.Planes: +25/14, [dice= Planes]1d20+ 25[/dice]
Sense Motive: +18/14*, [dice= Sense Motive]1d20+18 [/dice]
Swim: +1/1, [dice= Swim]1d20+ 1[/dice]
Ride: +4/0, [dice= Ride]1d20+4 [/dice]
(familiar skills)
Dungeoneering +18, [dice= Dungeoneering F*]1d20+ 18[/dice]; History +19, [dice= History F*]1d20+19 [/dice]; Engineering +15, [dice= Engineering F*]1d20+15 [/dice]; Geography +18, [dice= Geography F*]1d20+ 18[/dice]; Nobility +17, [dice= Nobility F*]1d20+ 17[/dice]; Local +21, [dice= Local F*]1d20+ 21[/dice]; Religion +21 [dice= Religion F*]1d20+ 21[/dice];

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Gear:

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Magic Longbow, CI Sickle, Dagger, Darkwood Club, Wand of Shield (45), Wand of Infernal Healing (43), Cyclops Helm (1/day choose D20 # on skill check, attack, saving throw), Cloak of Res +4, Headband of Mental Prowess +6 INT/CHA (escape artist/diplomacy/sense motive/abyssal), Runestone of Power (1st, 2/day)/ (2nd, 1/day), Extend Metamagic Rod Lesser (1-3, 3/day), Extend Metamagic Rod (1-5th, 3/day), Spell Lattice 1st (Ant Haul), Spell Lattice 1st (Endure Elements), Spell Lattice 2nd (Resist Energy), Dweomers Essence, Belt of Physical Might DEX/CON(+2), Ring of Force Fangs, Ring of Protection +3, Amulet of NA +3, Efficient Quiver, Runsetone 1st lvl, Handy Haversack, Wrist Sheath Spring Loaded (Wand of Shield)
Coin (platinum) (x0)
Coin (gold) (x510)
Coin (silver) (x4)

Gear [
Alchemist Fire x2,
Air Crystal
Alcehemical Glue
Alchemical Solvant
Alkali Flask x2
Bloodblock
Belladonna
Candlerod
Defoliant
Holy Water x2
Impact Foam
Holy Symbol Yuelral
Liquid Ice
Nightsage
Drow Poison
Soothe Syrup
Soul Stimulant x2
Sunrod x2
Thunderstone
Bedroll
Flint and Steel
Trail Rations (x5)
Rope (Hemp/50 ft.)
Waterskin (Filled)
Smoked Goggles
Earplugs
Messkit
Belt Pouch
Arcane Spellbook
Anti Toxin (x2)
Anti Plague (x2)
Vermin Repellent (x2)
Flask 1- Elven Berry Liqueur
Flask 2- Gnomish Brandy
]


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Magical Items Placement:

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(Belt Slot) Belt DEX/CON +2
(Body Slot)
(Chest Slot)
(Eyes Slot)
(Feet Slot)
(Hands Slot)
(Head Slot) Cyclops Helm
(Headband Slot) Headband INT/CHA +6
(Neck Slot) Amulet NA +3
(Shoulder Slot) Cloak of Res +4
(Wrist Slot)
(Ring Slot 1) Ring Protection +3
(Ring Slot 2) Ring Force Fangs


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Backstory:

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Galandaro Tinalmathian is an elf from Riverspire from the lands of Kyonin. Almost every family member of his dabbles in the arcane or divine arts- his father- a high elven wizard, his mother- a bard, his sister- a sorceress, or his older brother- a driud. Galandaro became adept at blending both schools of arcane spellcasting, the memorized and the spontaneous, with some nature magic. He gained entry into one of the many prestigious elven magic schools until he was called upon to replace his older brother as a Pathfinder following his brothers demise. Galandaro reluctantly agreed and became an agent for the Society. During combat he prefers to use his longbow in addition to his arcane powers keeping his companions in between himself and his target.

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Personality:

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He tends to be a tad of an elitist and believes other arcane casters can never measure up to his chosen professions’ versatility. He respects individuals dedicated to their craft (like specialized fighters) but spurns rough and physical excellence (like barbarians). He regrettably married into the Blakros family, much to the dismay of his elven family.

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Planned Progression:

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1-12+= Arcanist all the way

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Scenarios:

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*0-45 Deliriums Triangle: +1 circumstance bonus to any INT or CHA based check while in Absalom
*0-47 Darkest Vengeance
*0-35 Voice in the Void
*2-13 Murder Throaty Mermaid: Belladonna, 1 dose
*3-19 Icebound Outpost gm: Drow poison, 1 dose
*6-14 Kaava Quarry- Scions 2: Grippli’s Favor- +2 bonus on CHA checks to influence gripplis.
*0-24 Decline of Glory
*5-09 The Traitor's Lodge: Thurl’s Bane (Grand Lodge faction): As a free action, you can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute: a +1 bonus on attack rolls against the creature, a bonus on damage rolls against that creature equal to one-third your character level (rounded down), a +1 dodge bonus to AC against that creature’s attacks, a +1 bonus on saving throws against that creature’s spells and abilities, or a +2 bonus on caster level checks to overcome that creature’s spell resistance. If you have a familiar, animal companion, eidolon, or similar ally you acquired from a class feature, you may instead grant that ally these two bonuses using your character level. When you use this boon, cross it off your Chronicle sheet
*6-02 Silver Mount Collection GM: Blakros Family Member (20 PP): You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.
*0-02 Hydras Fang Incident
*6-99 True Dragons of Absalom: Trapmaker boon
* The Emerald Spire: #05 The Drowned Level***: Boon Touch of the Sea
*7-09 Blakros Connection: You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.
*3-15 The Haunting of Hinojai
*4-09 The Blakros Matrimony
*4-05 Sanos Abduction: Faerie Dragon Improved Familiar
*3-06 Song of the Sea Witch GM: Learned Infernal
*2-25 You only die Twice GM
*2-08 Sarkorian Prophecy: At any time in the future, you may gain the benefit of this research into the possible course of events, as the spell augury (with a 60% success rate).
*3-26 Portal Sacred Rune: Shortcut to the Center of the World: Whenever you are adventuring in Varisia, you may take advantage of any boon or vanity that relies on you being in the city of Absalom as if you were in the city.
*8-24 Raid on Cloudborne Keep
*4-10 Feast of Sigils: Expired
*8-99 Solstice Scar: Martyr’s Shard 1: As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute.
*4-12 Refuge of Time: Ocher Rhomboid Ioun Stone: Bonus Feat: Extra Arcanist Exploit
* Serpents Skull: City of Seven Spears 3*: 1 Bonus PP
* Serpents Skull: Vaults of Madness 4*: Argental Font: check both boxes to gain the benefits of either greater restoration or heal.
* Eyes of the Ten Complete****
* 10-09 Rasping Rebirth

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PP Spent/Boons:

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* 20 on Blakros Family Boon.
* 1 spent of learning Infernal- #3-06 Boon
*+2 to INT- atonement completed
* Bonus FEAT- atonement completed
* 5 on Caravan Vanity

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Thistlewhip Familiar:

Male faerie dragon (sage)
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 26, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +4 natural, +2 size)
hp 43 (5d12+4)
Fort +5, Ref +7, Will +11
Immune paralysis, sleep; SR 19; Improved Evasion
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +6 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6)
1st (6/day)—liberating command[UC], mage armor, protection from evil
0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation, ray of frost
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Statistics
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Str 9, Dex 17, Con 13, Int 19, Wis 14, Cha 16
Base Atk +7; CMB +8; CMD 18 (22 vs. trip/overrun)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 to jump), Bluff +9, Diplomacy +9, Fly +23, Knowledge (arcana) +10, Knowledge (dungeoneering) +18, Knowledge (engineering) +15, Knowledge (geography) +18, Knowledge (history) +19, Knowledge (local) +21, Knowledge (nature) +10, Knowledge (nobility) +17, Knowledge (planes) +10, Knowledge (religion) +21, Perception +8, Sense Motive +8, Spellcraft +6, Stealth +17, Swim +17, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan, Necril; telepathy 100 ft.
SQ improved evasion
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Special Abilities
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Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Resistance (19) You have Spell Resistance.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.