Viveka

Ioxeia Androdaixa's page

329 posts. Organized Play character for Qunnessaa.


Full Name

Ioxeia (Evandre) Androdaixa

Race

Elf

Classes/Levels

Magus (skirnir) 3 | AC 16 T 12 FF 14 | HP 15/15 (poisoned) | F +4 R +3 W +3 | Init +2 | Perc +2

Gender

Female

Size

Medium

Age

117

Alignment

Chaotic good

Deity

Elven pantheon (especially Findeladlara and Calistria)

Languages

Azlanti, Celestial, Common, Draconic, Elven, Sylvan, Thassilonian

Occupation

Spellbook and magic collector

Strength 14
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12

About Ioxeia Androdaixa

Elf Magus (Skirnir) 3
CG Medium Humanoid (Elf)
Init +2 Senses low-light vision; Perception +2

DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 21 (3d8 + 3)
Fort +4, Ref +3, Will +3 (+2 to saves vs. enchantment spells and effects)
Defensive Abilities: Immune magic sleep effects

OFFENSE
Speed 30 ft. (20 ft. with encumbrance)
Melee battleaxe +4 (1d8+2/x3 slashing) or +1 longsword +5 (1d8+3/19-20 slashing) or pelte (bonded klar) +4 (1d6+1 slashing)
Ranged shortspear +4 (1d6+2 piercing (range increment 20 ft.)) or composite shortbow +4 (1d6/x3 piercing (range increment 60 ft.))
Space 5 ft.; Reach 5 ft.

Magus Spells Prepared (CL 3; concentration +6)

1st-chill touch (DC 14), stone fist, shocking grasp
0 (at will)-acid splash (DC 13), detect magic, disrupt undead

Magus Spells Known:

1st-chill touch, colour spray, enlarge person, feather fall, jump, obscuring mist, returning weapon, shield, shocking grasp, stone fist
0 -acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

STATISTICS
Str 14, Dex 15, Con 12, Int 16, Wis 10, Cha 12
Base Atk +2; CMB +4; CMD 16
Feats Improved Shield Bash, Opening Volley
Skills Acrobatics +2, Craft (weaponsmithing) +7, Knowledge (arcana) +9, Knowledge (planes) +8, Linguistics +5, Spellcraft +9, Swim +3, Use Magic Device +7
Languages Azlanti, Celestial, Common, Draconic, Elven, Sylvan, Thassilonian
Traits Magical Lineage (calcific touch): Treat this spell as one level lower for purposes of metamagic adjustments
Unorthodox Strategy: +2 Acrobatics to avoid AoO for moving through threatened squares

Equipment:
Combat Gear studded leather armour, pelte (MW klar), +1 longsword, composite shortbow and 20 arrows, shortspear, battleaxe, rapier, dagger, spell component pouch; Other Gear Backpack, explorer's outfit, spellbook, bedroll, 5 days' trail rations, flint and steel, smith's tools, hooded lantern and 2 pints oil, whetstone, sewing needle, scroll case, potion vial, 1 oz. ink and pen, signet ring, wooden holy symbol of Findeladlara, 3 candles, 3 sheets parchment, waterskin, 207 gp, 17 sp, 5 cp (+ 1 656 gp, 5 sp);
Treasure Tsuto's journal, ancient bestiary(?) in Abyssal, scroll of burning hands

Party resources, pooled or to be divided:

SPECIAL ABILITIES

Arcane Bond (Su):
At 1st level, a skirnir gains a shield (except for a tower shield) as an arcane bond item. This is identical to the wizard class ability, but the skirnir may only bond with a shield, not a familiar or other item.

(If a skirnir attempts to cast a spell without her bonded shield worn, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

A bonded object can be used once per day to cast any one spell that the skirnir has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the skirnir, including casting time, duration, and other effects dependent on the skirnir's level. This spell cannot be modified by metamagic feats or other abilities.

A skirnir can add additional magic abilities to her bonded shield as if she has the required item creation feat and if she meets the level prerequisites of the feat. That is, a skirnir of at least 5th level can add magic abilities to her bonded shield. The magic properties of a bonded shield, including any magic abilities added to the object, only function for the skirnir who owns it. If the bonded shield's owner dies, or is replaced, the object reverts to being an ordinary masterwork item.

If a bonded shield is damaged, it is restored to full hit points the next time the skirnir prepares her spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per magus level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A skirnir can designate an existing magic shield as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.)


Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the magus prepares her spells.

At 1st level, a magus can expend 1 point from her arcane pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

At 1st level, a skirnir can use her arcane pool to grant an enhancement bonus to a weapon as normal, as well as to her shield, paying the arcane pool cost separately for each. At 5th level and above, she can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).

(4/4 points)
Sorcerous Shield (Ex):
At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats. This ability replaces spell combat.

Spellstrike (Su):
At 1st level, a skirnir may use this ability with a weapon or shield bash attack; whenever she casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, she can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the skirnir makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus arcana: familiar.

Familiar statistics:

Macha
CG Tiny magical beast (Raven familiar)
Init +2 Senses low-light vision; Perception +3

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 natural armor, +2 Dex, +2 size)
hp 10 (half mistress', count as her HD)
Fort +2, Ref +4, Will +5 (use her base saves or mistress', whichever better)

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +3 (or use mistress' ranks, with Macha's ability modifiers)
Languages Sylvan

SPECIAL ABILITIES
Alertness, improved evasion, share spells, empathic link, deliver touch spells

Character description:
Ioxeia, or Evandre, to those she does not count as intimate friends, is the heiress to one of the gentry families that lightly govern their people on the Mordant Spire and the smaller elven islands surrounding it at the end of the Ironbound Archipelago. Even allowing for excursions to the Spire, Ioxeia was restless within the narrow confines of her home, which she is given to describing as good for growing rocks, although she will also concede vines when she feels generous. To fill out her uneventful childhood world she plunged into her people’s legends, spinning out variations of her own between her studies of arcane magic and her solitary rambles over the windswept crags in the shadow of the Spire. Her particular combination of interests led her to take up the path of the magus in emulation of the warriors of old, and upon reaching maturity – much to the bemusement of her parents, but with their blessing – Ioxeia set out for her own adventures in Varisia, hoping to broaden her horizons and collect lore for her family’s holdings, until such time as her family duties call her back.
And so, island-hopping along the edge of the Steaming Sea, her wanderings have recently taken her to Sandpoint, after a sojourn in the Mierani Forest, through a Riddleport she found distasteful, on her way to points as yet undecided. She is torn between the several schools of magic in Varisia, though a dangerously reckless plan of exploring the wilderness has lately begun to take root, after her mercifully brief stay in Riddleport in which, however, she was introduced to the Pathfinder Society, finding it intriguing enough a resource to call on that its interest in her activities seemed a fair bargain. Besides, she reasons, somebody needs to keep a watchful elven eye on what they get up to. Having grudgingly accepted the warning of Celwynvian’s guardians not to meddle, Ioxeia is almost ready to strike up for the mysteries of the Lurkwood instead, perhaps on the way home by way of the Tower of Stars in the Mierani again. At all events, she is getting dangerously restive, and eager for something to happen to make up her mind.
In the meantime, Ioxeia spends her days quietly among the locals, browsing the books in The Curious Goblin, where the lithe form of a masked Mordant Spire elf is met with few curious whispers, though the serpents coiled among the vines of her carved dryad’s face gave pause at first. She refuses to explain beyond the fact that masks are a custom among her people, and only rare moments have afforded glimpses of Ioxeia unmasked. Most often, her mask comes off only to be replaced by her faceless steel helm and its bristling crest, as she does her exercises with sword, spear and crescent shield on the shore, practicing for unknown contests yet to come.

PFS Adventure Log:

Scenario
Gold Earned
Day Job
Prestige/Fame
Access
Purchases
Misc. Expenses
Wealth
Play Notes
Journal Entry