Raistlin

Maarash Windeye's page

6 posts. Alias of marconi.


Full Name

Maarash Windeye

Race

Sylph, Outsider(native)

Classes/Levels

Wizard (Wind Listener)/14

Gender

Male

Size

Medium

Age

75

Alignment

Chaotic Neutral

Location

Unknown

Strength 8
Dexterity 20
Constitution 18
Intelligence 29
Wisdom 11
Charisma 7

About Maarash Windeye

Male sylph air Wizard (Wind Listener) 14/Archmage 3
CN Medium outsider (native)
Init +14; Senses darkvision 60 ft., Perception +16

Defense & Offense:

DEFENSE
AC 18, touch 17, flat-footed 13 (+2 deflection, +5 Dex, +1 natural)
hp(14d6+84+9)
Fort +11, Ref +12, Will +12
Resist electricity 5

OFFENSE
Speed 30 ft.
Ranged crossbow +1 (light) (two handed) +13/+8 ((two handed) 1d8+1/19-20)
Melee masterwork dagger (two handed) +7/+2 ((two handed) 1d4-1/19-20)
Ranged masterwork dagger (thrown) (two handed) +13/+8 ((two handed) 1d4/19-20)
Spell-Like Abilities: fly ( DC 10, at will)
Wizard Spells Prepared (CL 14th, concentration +23):
0 (at will)—detect magic, light, message, read magic

Statistics:

STATISTICS
Str 8, Dex 20, Con 18, Int 29, Wis 11, Cha 7
Base Atk +7; CMB +6; CMD 30

Feats Augment Summoning , Defensive Combat Training, Discovery (Opposition Research), Improved Initiative ,Spell Focus(Conjuration), Scribe Scroll, Spell Penetration, Toughness

SkillsAcrobatics +5, Appraise +13, Bluff -2, Climb -1, Craft (Alchemy) +13, Craft (Books) +13, Craft (Siege Engine) +13, Craft (Untrained) +9, Diplomacy -2, Disguise -2, Escape Artist +14, Fly +17, Heal +0, Intimidate -2, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +17, Knowledge (Engineering) +26, Knowledge (Geography) +17, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nature) +22, Knowledge (Nobility) +14, Knowledge (Planes) +22, Knowledge (Religion) +20, Linguistics(Celestial, Abyssal, Infernal, Sylvan, Undercommon, Daemon, Giant, Garuda, Gnome, Aklo) +22, Perception +16, Perform (Untrained) -2, Ride +19, Sense Motive +0, Spellcraft +26, Stealth +5, Survival +0, Swim -1, Use Magic Device +12

Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemon, Draconic, Elven, Garuda, Giant, Gnome, Ignan, Infernal, Sylvan, Terran, Undercommon

Archetypes Wind Listener,
SQ abjuration sense, air insight, air school, air supremacy, arcane school, bonus feats, cantrips, class skills, cyclone, darkvision, earth opposition school, energy resistance, lightning flash, spontaneous divination, weapon and armor proficiency, weather savvy, wispy form,
Gear headband of aerial agility (int) +6; amulet of natural armor +1; ring of sustenance; masterwork dagger; ring of protection +2; belt of physical might (dex/con) +4; cloak of resistance +3; spellbook (wizard's/blank); Crossbow +1 (Light) ; Handy Haversack ;

GP remaining:5305

Special Abilities:

SPECIAL ABILITIES
Abjuration Sense (Ex) A wind listener develops a sixth sense for spotting spells designed to guard against his investigations. He gains a +7 bonus on Perception checks to notice spells of the abjuration school and on Spellcraft checks to identify abjuration effects, spells, and magic items.
Air Insight (Ex) Summon monster and summon nature's ally spells you cast to summon air subtype creatures last 2 rounds longer.
Air School The air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the air with ease.
Air Supremacy (Su) You gain a +4 enhancement bonus on Fly skill checks. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Arcane School A wind listener cannot select divination or illusion as a prohibited school.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Class Skills A wind listener adds Perception to his list of class skills.
Cyclone (Su) At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 140 feet. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check DC 24. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a 14 rounds per day. These rounds do not need to be consecutive.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Energy Resistance (Ex) Sylphs have electricity resistance 5.
Headband of Intellect Skill Selection (Use Magic Device, Ride, Knowledge (Engineering))
Lightning Flash (Su) As a standard action, you can unleash a flash of electricity. This flash deals 1d6+7 points of electricity damage to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save DC 25 negates the dazzled effect and halves the damage. You can use this ability 11 times per day.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Spontaneous Divination (Su) A wind listener can reshape stored spell energy into divination spells he did not prepare ahead of time. The wind listener can "lose" any prepared spell that is not a cantrip in order to cast a divination spell of the same spell level or lower. The new spell must be one the wind listener knows and is capable of casting. Spells cast with this ability increase their casting time to a full-round action (if the spell's normal casting time is longer than a full-round action, it remains unchanged).
Vagabond Child (urban) (Escape Artist) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Weather Savvy Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph's spell-like ability racial trait.
Wispy Form (Ex) The wind listener gains the ability to become airy and translucent as a standard action, gaining DR 10/magic and the effects of improved invisibility for 14 rounds per day. These rounds need not be consecutive. Like the natural invisibility universal monster ability (Bestiary 2 299), this ability is not subject to invisibility purge.

Mythic Abilities:

Archmage

mythic HP bonus:9
ability score INT+2
mythic power(Su) 9/day, mythic surge 1d6
hard to kill(Ex)
amazing initiative(Ex) +3
recuperation(Ex)
archmage arcana Arcane Surge(Su)
Path abilities speedy summons(Su), mythic spellcasting(Ex), perfect preparation(Ex), component freedom(Ex)
Mythic Feats Augment Summoning(Mythic), Extra Path Ability

Spells:

Spells per Day:(3+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/0/0 DC:20+spell level)
Spells Known:
0th - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1st - Alter Winds, Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Enlarge Person, Grease, Identify, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Protection from Evil, Shocking Grasp, Silent Image, Summon Monster I, Windy Escape
2nd - Alter Self, Arcane Lock, Blur, Create Pit, Glitterdust, Hideous Laughter, Invisibility, Make Whole, Mirror Image, Mount (Communal), Protection from Evil (Communal), Protection from Good (Communal), Resist Energy, Rope Trick, See Invisibility, Share Language, Share Memory, Spectral Hand, Spider Climb, Summon Monster II, Summon Swarm, Web
3rd - Arcane Sight, Cloak of Winds, Dispel Magic, Displacement, Elemental Aura, Fireball, Fly, Gaseous Form, Haste, Lightning Bolt, Magic Circle against Evil, Magic Circle against Good, Magic Weapon (Greater), Protection from Energy, Resist Energy (Communal), Seek Thoughts, Sleet Storm, Slow, Spiked Pit, Stinking Cloud, Suggestion, Summon Monster III, Water Breathing, Wind Wall
4th - Arcane Eye, Ball Lightning, Bestow Curse, Black Tentacles, Confusion, Detect Scrying, Dimension Door, Dimensional Anchor, Elemental Body I, Enervation, False Life, Greater, Globe of Invulnerability (Lesser), Invisibility (Greater), Protection from Energy (Communal), Remove Curse, Scrying, Shout, Stoneskin, Summon Monster IV, Tongues (Communal)
5th - Break Enchantment, Cloudkill, Dismissal, Dominate Person, Elemental Body II, Feeblemind, Fickle Winds, Life Bubble, Lightning Arc, Magic Jar, Overland Flight, Permanency, Prying Eyes, Rapid Repair, Secret Chest, Suffocation, Summon Monster V, Telekinesis, Teleport, Wall of Force, Wall of Stone
6th - Analyze Dweomer, Antimagic Field, Chain Lightning, Circle of Death, Contingency, Curse, Major, Disintegrate, Dispel Magic (Greater), Elemental Body III, Form of the Dragon I, Globe of Invulnerability, Path of the Winds, Planar Binding, Sirocco, Summon Monster VI, True Seeing, Undead Anatomy III, Undeath to Death
7th - Arcane Sight (Greater), Banishment, Control Construct, Control Undead, Control Weather, Create Demiplane, Lesser, Elemental Body IV, Ethereal Jaunt, Fly, Mass, Grasping Hand, Invisibility (Mass), Limited Wish, Mage's Magnificent Mansion, Planar Adaptation, Mass, Plane Shift, Polymorph (Greater), Project Image, Reverse Gravity, Scouring Winds, Scrying (Greater), Simulacrum, Spell Turning, Summon Monster VII, Teleport (Greater)

Mythic Spells