Elf Archer

Jastheriga's page

52 posts. Alias of Kydeem de'Morcaine.

Full Name

Jastheriga de'Morcaine de'Medvyed


Elf arcanist, HP:18, AC:13, Touch:13, Flat Footed:10


F:+2, R:+4 W:+5, Init:+3, Perc:+11







Special Abilities

see below


Neutral Good




The Narlmarches


Common, Draconic, Elven, Goblin, Orc, Sylvan, Varisian


Elf of Liesure

Strength 12
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 14
Charisma 12

About Jastheriga


Male elf arcanist (school savant) 3 (Pathfinder RPG Advanced Class Guide 8, 78)
NG Medium humanoid (elf)
Hero Points 1
Init +3; Senses low-light vision; Perception +11
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (3d6+3)
Fort +2, Ref +4, Will +5; +2 vs. enchantments
Immune sleep; Resist noble born - medvyed
Speed 30 ft.
Melee cestus +2 (1d4+1/19-20)
Ranged greenwood composite longbow +5 (1d8+1/×3)
Special Attacks arcane reservoir (5/9), consume spells
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—blinding ray
Arcanist (School Savant) Spells Prepared (CL 3rd; concentration +6)
. . 1st (5/day)—color spray (DC 16), heightened awareness[ACG], mage armor, silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), message, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
Str 12, Dex 16, Con 12, Int 17, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Greater Spell Focus (illusion), Spell Focus (illusion)
Traits noble born - medvyed, pragmatic activator, seeker
Skills Appraise +7, Craft (mapmaking) +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Linguistics +8, Perception +11, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7 (+9 to identify magic item properties), Survival +2 (+4 to avoid becoming lost when using a Mapmaker's Kit as you travel), Use Magic Device +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, noble born - medvyed
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan, Varisian
SQ elven magic, extended illusions (1 round), hero points, opposition schools (evocation, necromancy), pride, specialized school (illusion)
Combat Gear cold iron arrows (6), potion of cure light wounds, silver arrows (4), acid, alchemist's fire, oil; Other Gear arrows (30), cestus[APG], greenwood composite longbow (+1 Str), bandolier[UE], belt pouch, bit and bridle, blanket[APG], candle (3), candle lamp[UE], chalk (3), earplugs[APG], feed (per day) (2), fishhook, flask, flint and steel, initial spell book, ink, inkpen, mapmaker's kit[APG], masterwork backpack[APG], mirror, parchment (3), riding saddle, saddlebags, scroll case, sewing needle, signal whistle, spell component pouch, spell component pouch, string or twine[APG], swarmsuit[APG], trail rations (3), waterskin, light horse (combat trained), 3 sp, 7 cp
Special Abilities
Arcane Reservoir +1 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

short background:

Jastheriga has been accepted on the edge of society for a long time. his illusions have always been intertaining and sometimes even comforting. But he eventually became bored with the unchanging life in House Medvyed. Not an atual member of the family to be in an actual position of influence. Not a trusted retainer to be entrused with anything meaningful.
So he has decided to set off for this new colonial venture to see if something can be brought forth to interest him once again.