Mystic Theurge

Marco Vail's page

267 posts. Organized Play character for jamie noone.


Full Name

Marco Vail

Race

Human

Classes/Levels

Sage Sorcerer 3 | AC 11 (+4 mage armor) T 11 FF 10 | HP 20/20 | F +3 R +2 W +4 | Init +1 | Perception +1

Gender

Male

Size

M

Age

28

Alignment

CG

Strength 8
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 12
Charisma 14

About Marco Vail

Condition none

Current mission details:

Character Sheet
Pregen credit = 500 starting gold

Marco Vail
PFS # 80181-2
XP 6
Fame 12; Prestige Points 10

Scenarios completed:

01.1 Devil We Know Part 1: Shipyard Rats
01.2 Devil We Know Part 2: Cassomir's Locker
01.3 Devil We Know Part 3: Crypt of Fools
02.1 Devil We Know Part 4: Rules of the Swift
02.2 Frostfur Captives
02.3 Tide of Morning

Male Human Arcane Sage Sorcerer[/url]
CG Medium Humanoid
Init +1; Senses Perception +1
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Spells & abilities
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Arcane bolt 7/day 1 used
Level 0 unlimited
Level 1 6/day 5 used
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Consumables
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Bolts 20 (0 used)

Potions and Alchemy
CLW (1d8+1) (5) 0 used
hide from undead (1) 0 used
acid flask (2) 0 used
thunderstone (1) 0 used
antitoxin (2) 0 used
oil of daylight (1) 1 used

Scrolls
message (2) 0 used
burning hands (2) 0 used
mage armor (3) 1 used
comprehend languages (3) 0 used
protection from evil (4) 0 used
expeditious retreat (1) 1 used
charm person (2) 0 used
enlarge person (2) 1 used
endure elements (6) 0 used

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Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +0 shield, +1 dex)
HP 20 (1d6 +2 con)
Fort +3, Ref +2, Will +4
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Offense
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Speed 30 ft. (20 ft - medium encumbrance)
Melee 0 (1d8-1, x3)
Ranged +2 (1d8, 19-20x2, 80ft)
Special Attacks
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Statistics
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Str 8, Dex 13, Con 14, Int 18 (+2 human), Wis 12, Cha 14 (+2 dual talent)
Base Atk +1; CMB +0; CMD 11
Feats Still spell, extend spell
Traits
Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Insider Knowledge Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Selected Diplomacy)

Skills Appraise (Int) +4, Bluff (Cha) +7, Diplomacy (Cha) +9, Fly (Dex), Intimidate (Cha) +6, Knowledge (arcana) (Int) +11, Knowledge (local) (Int) +9, Profession (shop clerk) (Wis) +5, Sense Motive (Wis) +8, Spellcraft (Int) +12, and Use Magic Device (Cha) +8
Languages Common, Dwarven, Elven, Gnome, Orc
Armor & Weapons crossbow, light (35gp, 4lbs; 1d8 19-20x2, 80 ft, P), bolts (20) (2gp, 2lbs), dagger (1 lb, 1d4 19-20x2, 10 ft, P or S)
Other gear wayfinder (500 gp, 1lb), Sorcerer's kit without torches (8gp, 9lbs; backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, trail rations (10 days), and a waterskin), Silk rope (10gp, 5 lbs), scroll box (1 lb)
Gear left at Lodge hot weather outfit (4 lbs), longspear (5gp, 9lbs; 1d8x3, P, brace, reach), hemp rope (10 lbs), trail rations (5 days), cold weather outfit (7 lbs), cleats (2 lbs), snowshoes (4 lbs)
Encumbrance 51 lbs (Light 0-26; Medium 27-53; Heavy 54-80)
Money 2268 GP, SP 46, CP 40
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Special Abilities
Arcane Bolt (Sp) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond. 7/day
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Spellcasting
0 (6) Resistance, Acid splash, Light, Prestidigitation, Read magic, Detect magic unlimited/day
1 (3) Grease, Color spray, Enlarge person 6/day
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Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Medium Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed Humans have a base speed of 30 feet.
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Verbal components:

From Latin, per Google translate
Detect magic "Agnosco magicae!"
Prestidigitation "Dolum minor!"
Color spray "Imbre colorem!"
Grease "Lubrica!"
Enlarge person "Hominen maior!"

Background:

Marco's father had a pawn shop in Oppara in Taldor. He told his son that it was a front for the Pathfinder Society. He'd give young Marco any Chronicles he'd come across, and he even had a Wayfinder to prove he was a member. When Marco got older and his sorcerous powers emerged, he helped his father identify magic items in the shop. After his father passed during Marco's early 20s, Marco traveled to Absalom to notify them of their agent's death and to follow in his father's footsteps by joining the Pathfinders. That's when he finally found out that his father had lied to him all those years. He was nothing more than a shopkeeper who often fenced stolen goods. With nothing else to do, Marco returned and kept the shop for a few years, but could not keep it running. The Pathfinder he had met with in Absalom sensed that Marco's devotion to the Society was genuine, even if its origin wasn't, and he kept tabs on him over the years. When Marco closed up his father's shop, he was there to offer him a position with the Society.

Skill ranks:

appraise 0
bluff 2
craft 0
diplomacy 3
fly 0
intimidate 1
arcana 2
local (arcane class skill) 2
profession (shop clerk) 1
sense mot 3
spellcraft 3
umd 3

Marco Vail build:

S: 8 D: 13 Con: 14 I: 16+2 W: 12 Cha: 12+2
Faction: Grand Lodge

HP: 11 (6 +2 con +3 toughness)
skill points: 7 (2 +4 int +1 favored class)
ranks: bluff, diplomacy, arcana, local, sense mot, spellcraft, umd
class skills: Appraise (Int) +4, Bluff (Cha) +6, Craft (Int) untrained, Diplomacy (Cha) +7, Fly (Dex), Intimidate (Cha) +2, Knowledge (arcana) (Int) +10, Knowledge (local) (Int) +8, Profession (Wis) untrained, Sense Motive (Wis) +6, Spellcraft (Int) +10, and Use Magic Device (Cha) +6

Human
Alt racial trait:
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Feats:
lvl 1: Toughness

Traits:
Insider Knowledge: Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Bloodline Powers: Your preferred focus is a bolt of mind-spun magic.

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.

Spells:
lvl 0: Detect Magic, Read Magic, Light, Resistance
lvl 1: Grease, Color spray

Equipment:
wayfinder (500 gp, 1lb)
crossbow, light (35gp, 4lbs; 1d8 19-20x2, 80 ft, P)
bolts (20) (2gp, 2lbs)
longspear (5gp, 9lbs; 1d8x3, P, brace, reach)
Sorcerer's kit without torches (8gp, 9lbs)
backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, trail rations (5 days), and a waterskin

Marco's spell progression:

lvl 1
0-detect magic
0-read magic
0-light
0-resistance
1-grease
1-color spray
lvl 2
0-prestidigitation
lvl 3
1-
bonus-identify
lvl 4
0-
2-
lvl 5
1-
2-
bonus-invisibility
lvl 6
0-
3-
lvl 7
1-
2-
3-
bonus-dispel magic
lvl 8
0-
4-
lvl 9
2-
3-
4-
bonus-dimension door
lvl 10
0-
5-
lvl 11
2-
3-
4-
5-
bonus-overland flight

Potential feats:

lvls: 1, 3, 6, 7*, 9, 12, 12*, 15, 18, 19*
#* = denotes ranger or sor bonus feat
* = denotes definitely take
@ = maybe take
- = maybe don't take

*spell penetration
*gr spell penetration
spell specialization: dispel magic (+2 caster lvl; prereq Spell focus (abj)
spell perfection: dispel magic (1 metamagic for free, double spell spec; spellcraft 15, 3 metamagic feats)

Available as bonus feats
Combat casting
Improved counterspell
Improved initiative
Spell focus

Metamagic
empower spell (+2 lvls)
extend spell (+1 lvl)
heighten spell (varies)
maximize spell (+3 lvls)
quicken spell (+4 lvls)
widen spell (+3 lvls)
bouncing spell (+1 lvl)
intensified spell (+1 lvl)
merciful spell (0 change)
persistent spell (+2 lvls)
reach spell (+1 lvl and up)
selective spell (+1 lvl)
flaring spell (+1 lvl)
piercing spell (+1 lvl)
rime spell (+1 lvl)
toppling spell (+1 lvl)

Finances:

Begin 150+500=650 gp
Starting gear light crossbow 35 gp, bolts 2 gp, longspear 5 gp, wayfinder 500 gp, sorcerer's kit 8 gp, silk rope 10 gp Total -560 gp
1.1 Pay +538 gp
Purchases potions CLW (2) 100 gp, scroll box 5 gp, acid flask (2) 20 gp, thunderstone (1) 30 gp, antitoxin (2) 100 gp, dagger 2gp, scrolls: message (2) 25 gp, burning hands (2) 50 gp, mage armor (2) 50 gp, comprehend languages (2) 50 gp Total -432 gp
Prestige purchase oil of daylight 2 pp
1.2 Pay +505 gp
Purchases scroll case 1 gp, potion of hide from undead 50 gp, scrolls: mage armor (1) 25 gp, protection from evil (2) 50 gp, expeditious retreat (1) 25 gp Total -151 gp
1.3 Pay +506 gp
Purchases scrolls: mage armor (1) 25 gp, protection from evil (2) 50 gp Total -75 gp
2.1 Pay +878 gp
Purchases scrolls: endure elements (6) 150 gp, mage armor (2) 50 gp, protection from evil (2) 50 gp, comprehend languages (2) 50 gp, cold weather outfit 8 gp, hot weather outfit 8 gp, cleats 5 gp, snowshoes 5 gp, bolts (20) 2 gp Total -328 gp
Purchases rope 1 gp, rations (10) 5 gp Total 6 gp
Purchases scrolls: CLW 25 gp, charm person 25 gp Total 50 gp
2.2 Pay +502 gp
Purchases scrolls: charm person (2) 50 gp, enlarge person (2) 50 gp Total 100 gp
2.3 Pay +546
Purchases potions CLW (3) 150 gp

Eligible Items:

Potion CMW (300 gp) Devil We Know Part II
Scroll of Remove Disease (375 gp) Devil We Know Part II
Wand of Detect Secret Doors (5 charges, 75 gp) (Limit 1, Purchased 0) Devil We Know Part III
Bracers of Archery (lesser) (5000 gp) Devil We Know Part IV
Potion of Inflict Moderate Wounds (300 gp) Devil We Know Part IV
Potion of bull's strength (300 gp) Frostfur Captives
Average snowbloom (50 gp; When given as a gift to a native of the Lands of the Linnorm Kings with a starting attitude of indifferent or better, this rare flower grants you a +2 circumstance bonus on one Bluff or Diplomacy check against that person. Alternatively, when shown to a native of Irrisen, the flower grants a +2 circumstance bonus on Intimidate checks made against that target.) Frostfur Captives
Bag of tricks (gray) (900 gp) Tide of Morning
Brooch of shielding (1500 gp) Tide of Morning
Cloak of resistance +1 (1000 gp) Tide of Morning
Potion of Barkskin +2 (300 gp) Tide of Morning
Potion of Bear's Endurance (300 gp) Tide of Morning
Scroll of lesser restoration (150 gp) Tide of Morning
Wand of cure light wounds (750 gp) Tide of Morning

Level up worksheet:

1st level rebuild
trade toughness for still spell

level to Sor2
+1 bab
+1 will save
+1 lvl 1 spell/day
+1 lvl 0 spell known (acid splash)
+1 lvl 0 spell known (prestidigitation) (human favored class bonus)
+6 HP
+6 skill points
profession (shop clerk)
diplomacy
kn: arcana
spellcraft
umd
sense motive

level to Sor3
+1 fort save
+1 reflex save
+1 lvl 1 spell/day
+1 lvl 1 spell known (enlarge person)
bloodline power (metamagic adept)
bloodline spell (identify)
+6 HP
+7 skill points (+1 favored class)
intimidate
umd
spellcraft
kn: local
sense motive
diplomacy
bluff
lvl 3 feat (extend spell)