Full Name |
Sorelav |
Race |
Human (reflection) thaumaturge |
Gender |
M |
Size |
M |
Alignment |
LG |
Deity |
Irori |
Languages |
Common, Goblin, Kelish |
Occupation |
Pathfinder Agent |
Strength |
14 |
Dexterity |
10 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
18 |
About Pyrexius, The Golden Dragon
PFS No.: 83959-2007
Mirror Risen: Mirror's Trickery (concentrate, illusion, occult, visual) Frequency once per day; Trigger You would be hit by a Strike; Effect You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure.
Mirror's Reflection [one-action]
Illusion, Magical, Manipulate, Thaumaturge
Requirements You're holding your mirror implement.
You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces.
Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below).
Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you.
Longsword (versatile P) +7 / 1d8+2+2 slashing/piercing (includes implement’s empowerment)
Sorelav
Birthplace: Absalom
Gender & Pronouns: Male, he/him
Ancestry: Human (reflection versatile heritage)
Background: Occult Librarian
Class Thaumaturge; Level: 3
Medium Human, Humanoid, Reflection
AL LG; Deity: Irori
Languages: Common, Goblin, Kelish
Str 14
Dex 10
Con 12
Int 12
Wis 12
Cha 18
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SENSES
Perception: +7 [expert] [dice=Perception (expert)]1d20+8[/dice]
Special Senses:
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DEFENSES
Hit Points: 35/35 (+8 ancestry, +8 class, +1 Con)
AC: 18 [trained] (+3 level, +2 trained, +3 armor)
Armor scale mail (+3 AC, +3 Dex cap, -2 check penalty, -5 ft. speed, 14 Str)
Armor proficiencies trained in light, medium, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (expert)]1d20+ 8 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 7 [/dice]
Will: [dice=Will (expert)]1d20+ 8[/dice]
Notes:
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OFFENSE
Class DC: 19 (trained)
Speed: 25 ft.
Weapon proficiencies trained in simple, martial, unarmed
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SKILLS
Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 0 [/dice]
Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 6 [/dice]
Athletics (T, Str)
[dice=Athletics (trained)]1d20+ 7 [/dice]
Crafting (T, Int)
[dice=Crafting (trained)]1d20+ 6 [/dice]
Deception (T, Cha)
[dice=Deception (trained)]1d20+ 9[/dice]
Diplomacy (E, Cha)
[dice=Diplomacy (expert)]1d20+ 11 [/dice]
Intimidation (U, Cha)
[dice=Intimidation (untrained)]1d20+ 4 [/dice]
Lore (Academia) (T, Int)
[dice=Lore (academia) (trained)]1d20+ 6 [/dice]
Lore (Pathfinder Society) (T, Int)
[dice=Lore (Pathfinder Society) (trained)]1d20+ 6 [/dice]
Lore (esoteric) (E, Cha)
[dice=Lore (esoteric) (expert)]1d20+ 11 [/dice]
At 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 1[/dice]
Nature (T, Wis)
[dice=Nature (trained)]1d20+ 6 [/dice]
Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 6 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+4 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 6 [/dice]
Society (T, Int)
[dice=Society (trained)]1d20+6 [/dice]
Stealth (U, Dex)
[dice=Stealth (untrained)]1d20+0[/dice]
Survival (U, Wis)
[dice=Survival (untrained)]1d20+1[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+0[/dice]
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FEATS:
Ancestry Feats and Abilities
* Reflection Versatile Heritage: You don’t need to attempt Deception checks to Impersonate your progenitor unless you’re interacting with people who know them personally or you do something known to be out of character for them. The GM might require you to roll a Deception check in other circumstances, such as if you’re mirror-risen and interacting with someone who has seen an accurate likeness of your progenitor and might notice a distinguishing feature on the reverse side. You can choose from reflection feats and feats from your ancestry whenever you gain an ancestry feat.
* 1st: Mirror-risen: You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror’s Trickery reaction.
Mirror’s Trickery [reaction] (concentrate, illusion, occult, visual) Frequency once per day; Trigger You would be hit by a Strike; Effect You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure.
General Feats
* 3rd: Robust Health: Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
Skill Feats
* Background: Schooled in Secrets: You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.
* Thuamaturge feature: Dubious Knowledge: You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.
* 2nd: Trick Magic Item
Class Feats and Abilities
* Feature 1st: Esoteric Lore
* Feature 1st: 1st Implement: Mirror (mirror’s reflection)
* Feature 1st: Exploit Vulnerability
* Feature 1st: Implement’s Empowerment
* 1st: Root to Life [one-action or two-actions] You place a small plant or similar symbol on an adjacent dying creature, immediately stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points. If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the auditory trait to the action. When you do so, attempt flat checks to remove each source of persistent damage affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15.
* 2nd: Talisman Esoterica: You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations.
You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them.
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EQUIPMENT
Gear: backpack, longsword, scale mail
STOWED (1 bulk)
bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and waterskin
Pathfinder Training Gear: minor healing potion
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ADVENTURES
Level 1
1-22 Doom of Cassomir (as Pyrexius)
+4 rep (Horizon Hunters; 4 total), +4 XP (4 total), +14.08 gp (22.58 total)
2-19 Enter the Pallid Peak (as Pyrexius)
+4 rep (Horizon Hunters; 8 total), +8 XP (8 total), +14.08 gp (36.66 gp total)
4-02 Return to the Grave
+6 Rep (Horizon Hunters 14, Radiant Oath 2), +4 XP (12 total), +14.08 gp (50.74 total)
Level 2
4-01 Intro to Year of Boundless Wonder
+4 Rep (Horizon Hunters 18), +4 xp (16 total), +22.4 gp (73.14 total
Buy artisan’s tools (2 gp), repair kit (2 gp), warhammer (1 gp) (68.14 total)
3-12 Fury’s Toll
+4 Grand Archive /+2 Rep Envoy’s Alliance (Grand Archive 4, Horizon Hunters 18, Envoy’s Alliance 2), +4 xp (20 total), +22.4 gp (90.54 total)
Buy +1 potency rune for my sword (-35 gp; 55.54 gp remaining)
PFS2 5-04: Necessary Introductions
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Level 3
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