Santila Savros

Matrialda's page

207 posts. Organized Play character for Hawthwile.


Race

| HP 47/47 | AC 13 T 12 FF 11 | CMB +2, CMD 14 | F: +9, R: +11, W: +13 | Init: +8 | Perc: +15, SM: +3, Low-light Vision

Classes/Levels

| Speed 30ft | Spells: 1st 6/6 2nd 6/6 3rd 6/6 4th 4/4 | Reservoir: 7/12 | Disruption: 10/10 | Counterspell: 1/1 | Active conditions: Fire Resistance 5

Gender

Female LG Human School Savant Arcanist 9

About Matrialda

Now dear, you know I promised to take care of my grandchildren, and a grandmama never goes back on her word. And don’t give me that nonsense - of course you’re my grandchild! You think a grandmama wouldn’t know her own grandchildren? Now who wants a cookie?

PFS # 264524-22
Experience 24
Faction Dark Archives
Wealth 8952 GP, 24.5 PP 42.5 Fame

Familiar: Gerald

Female Human (Chelaxian) School Savant Arcanist 9
LG Medium Humanoid (human)
Init +8; Senses Perception +15, Sense Motive +3, Low-light Vision
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DEFENCE
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 dex)
hp 47
Fort +9, Ref +11, Will +13
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OFFENSE
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Speed 30 ft.

Melee Dagger +2 (1d4-2)

Ranged Ranged Touch +6
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STATISTICS
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Str 7, Dex 14, Con 12, Int 25, Wis 12, Cha 12
Base Atk +4; CMB+2; CMD 14
Traits Gifted Adept (Dispel Magic), Reactionary
Feats Dispel Focus, Extra Arcanist Exploit, Improved Counterspell, Improved Familiar, Improved Initiative, Spell Focus (abjuration), Spell Specialization
Skills (90 points; 18 class, 45 INT, 9 FCB, 18 item)
ACP -0
(1) Appraise +10
(0) Bluff +4
(9) Craft (Textiles) +21 (+26 day job)
(0) Diplomacy +4
(0) Disguise +4
(9) *Fly +14
(0) Intimidate +4
(9) Knowledge (arcana) +19
(9) Knowledge (dungeoneering) +19
(1) Knowledge (engineering) +11
(1) Knowledge (geography) +11
(1) Knowledge (history) +11
(1) Knowledge (local) +11
(2) Knowledge (nature) +12
(1) Knowledge (nobility) +11
(9) Knowledge (planes) +19
(9) Knowledge (religion) +19
(1) Linguistics +11
(9) Perception +15
(0) Sense Motive +3
(9) Spellcraft +19
(9) Use Magic Device +16
*ACP applies to these skills

Non-Standard Skill Bonuses
+3 Bluff, Diplomacy, Disguise, Intimidate, Perform, UMD (item)
+3 Craft (textiles) (boon)
+2 Craft (textiles) (item)
+2 Craft (textiles) (boon)
+2 Perception, Sense Motive (familiar)

Languages Common (Taldane), Celestial, Draconic, Infernal, Tian, Dwarvish

Special Abilities:
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SPECIAL ABILITIES
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Bonus Feat: Humans select one extra feat at 1st level.

Heart of the Fey: Humans with this trait receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Gifted Adept (Dispel Magic): Pick one spell when you choose this trait - from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

Reactionary: You gain a +2 trait bonus on initiative checks.

Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

School Focus: At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.

Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.

Matrialda has chosen to specialize in the Counterspell school, with Evocation and Necromancy as opposed schools.

Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Disruption: At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell's level. If the check is failed, the target's spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Counterspell Mastery: At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent's spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th.

Arcane Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Exploits:
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EXPLOITS
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Counterspell: By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.

Familiar: An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Quick Study: The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Spells:
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SPELLS
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Cantrips (Prepare 8/day)
(*) Acid Splash
( ) Arcane Mark
( ) Daze Will 17
(*) Detect Magic
(*) Detect Poison
(*) Ghost Sound Will 17
( ) Mage Hand
(*) Mending (Will 17)
(*) Message
( ) Open/Close (Will 17)
(*) Prestidigitation
(*) Read Magic
( ) Resistance (Will 17)

1st (Prepare 6/day, Cast 6/day)
( ) Alarm
( ) Charm Person Will 18
( ) Color Spray Will 18
( ) Comprehend Languages
( ) Corrosive Touch
( ) Crafter’s Fortune
( ) Detect Secret Doors
( ) Enlarge Person (Fort 17)
( ) Expeditious Excavation
(*) Feather Fall (Will 17)
(*) Grease Reflex 18
(*) Heightened Awareness
( ) Hypnotism Will 18
(*) Mage Armor (Will 17)
(*) Protection from Evil (Will 19)
( ) Reduce Person (Fort 18)
(*) Shield
( ) True Strike
( ) Ventriloquism

2nd (Prepare 5/day, Cast 6/day)
( ) Acid Arrow
( ) Arcane Lock
( ) Fox’s Cunning (Will 19)
(*) Glitterdust Will 19
(*) Invisibility (Will 19)
( ) Locate Object
(*) Pilfering Hand
(*) Resist Energy (Fort 20)
(*) See Invisibility
( ) Touch of Idiocy

3rd (Prepare 4/day, Cast 6/day)
(*) Ablative Barrier (Will 21)
( ) Clairaudience/Clairvoyance
(*) *,**Dispel Magic
( ) Displacement (Will 20)
(*) Fly (Will 20)
( ) Greater Magic Weapon
(*) Haste (Fortitude 20)
( ) Seek Thoughts Will 20
( ) Tongues

4th (Prepare 3/day, Cast 4/day)
( ) Arcane Eye
( ) Confusion Will 21
( ) Detect Scrying
(*) Dimensional Anchor
(*) Dimension Door
( ) Lesser Spellcrash Will22
(*) Stoneskin (Will 22)

5th (Cannot cast)
( ) Dominate Person Will 22
( ) Prying Eyes
( ) Teleport
( ) Telepathic Bond

6th (Cannot cast)
( ) Legend Lore
( ) True Seeing

*Gifted Adept (+1 CL)
**Specialized Spell (+2 CL)

Feats:
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FEATS
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Dispel Focus: Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check.

Extra Arcanist Exploit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.

Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Improved Familiar: When choosing a familiar, an expanded list of creatures are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Improved Initiative: You get a +4 bonus on initiative checks.

Spell Focus (abjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spell Specialization: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 12 lb
Dagger (2 gp) (1 lb)
Haramaki (3 gp) (1 lb)
Headband of Intelligence +4 (16000 gp) (1 lb)
Circlet of Persuasion (4500 gp) (1 lb)
Cloak of Resistance +5 (25000 gp) (1 lb)
First Aid Gloves (4500 gp) (0 lb)
Talisman of Life’s Breath (3500 gp) (0 lb)
Spell Component Pouch (5 gp) (2 lb)
Handy Haversack (2000 gp) (5 lb)
*Lesser Extend Metamagic Rod (3000 gp) (5 lb)
*Backpack (2 gp) (2 lb)
*Excellent Knitting Needles (55 gp) (5 lb)
*Ink (8 gp) (0 lb)
*Inkpen (0.1 gp) (0 lb)
*Parchment x 4 (0.8 gp) (0 lb)
*Silk Rope (10 gp) (5 lb)
*Spellbook (- gp) (3 lb)
*Traveler’s Any-Tool (250 gp) (2 lb)
*Acid Flask (10 gp) (1 lb)
*Alchemist’s Fire (20 gp) (1 lb)
*Scroll: Air Bubble (25 gp) (0 lb)
Wand: Cure Light Wounds (20 charges) (300 gp) (0 lb)
Wand: Magic Missile (CL 5) (12 charges) (1200 gp) (0 lb)
Wand: Lesser Restoration (10 charges) (900 gp) (0 lb)

*Stored in Handy Haversack

Bot Me!:
In combat, Matrialda will try to relay useful information about her opponents to her allies. After that, she’s content to flick acid orbs at opponents if she can do so safely.

Outside of combat, Matrialda is happy to share any insights she might remember, translate if she is able, identify magical items, and keep an eye out for interesting (or dangerous) things.

Boons:
Enduring Scholar: Once per adventure before rolling a saving throw against a spell, you can apply a +2 bonus to the check.

Booming Settlement: You gain a +2 bonus and earn 50% more gold on Day Job checks.

Goblin Bane: You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Trap Intuition: When you attempt a Reflex save to avoid a trap, but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to half your character level (rounded down). You must use the second reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer: When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

New Recruit (Zamir): When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can use this boon and locate any citizen of Jalmeray (taking 1d4 hours) to gain a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this boon once per scenario.

Troglodyte Friend: You gain a +1 bonus on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes.

Touch of Planar Waters: As a swift action, you may cross this boon off your Chronicle sheet to receive the benefits of touch of the sea (CL 6).

Clockwork Engineer: You gain a +2 bonus on Knowledge (arcana) checks made to identify creatures with the construct type, and you may make such checks to identify constructs untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die’s result as though it were a 20.

[X] [ ] [ ] Student of the Void: Check a box before this boon to cast one of the following options as a spell-like ability with a caster level equal to your character level. Instead of a material component cost, eac spell-like ability comes with an alternative price. Ask other players for their permission before activating these abilities on them. Do not cross this boon off your Chronicle sheet - it might play a role in future adventures.
- Divination: Incomprehensible forces bring the answers you seek, but their stark revelations leave your mind fragile. The next time you are in combat, you are subject to a lesser confusion spell (Will DC 15 negates). You can choose to raise your effective caster level to 20th for this effect, at the cost of being subject to confusion instead (Will 24 negates).
- Stoneskin: The target’s skin turns scaley and weeps a pungent black liquid. The unsettling aroma grants the target a -4 penalty on saving throws against effects that would sicken or nauseate her for 24 hours.
- Restoration: The target’s mind is haunted with cryptic visions, rendering her immune to morale bonuses for 24 hours. If you use the version of this spell with a typical material component cost of 1000 gp, then the target is overcome by the sensation that precious memories are disappearing from her mind. She cannot access her fondest memories for 24 hours - a distressing development that renders her immune to all beneficial mind-affecting effects during this time.

[X] [ ] Wary of Space: You can check a box that precedes this boon to add a +2 bonus on a saving throw against any effect created by an aberration or a creature from the Dark Tapestry. You can add this bonus after rolling, but before learning the result.

Nemesis of the Aspis: During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off your Chronicle sheet.

Secrets of Serpent Magic: You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save. When you use this boon, cross it off your Chronicle sheet.

[ ] Celestial Lycanthropy: You can check the box that precedes this boon to gain resistance 5 to acid, cold, and electricity for 1 hour.

Grobaras’s Gloryhounding: You now own a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city. If you destroy these objects, cross this boon off your Chronicle sheet.

Monument’s Blessing: You can perform a particular action tied to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the check, gain the listed benefit for 24 hours and cross this boon off your Chronicle sheet.
- Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on attack rolls made with melee weapons.
- Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Fortitude saves.
- Founder’s Flame: Meditate for 10 minutes and succeed at a DC 15 Spellcraft check to increase the DC of your fire spells by 1.
- Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.
- Mistress of Angels: Meditate for 10 minutes with any object that reminds you of previous events and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Initiative checks.

Sting of Serpent Magic: You may use this boon as a swift action before casting a spell or spell-like ability to increase you effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor class feature. When you use this boon, cross it off your Chronicle sheet.

[ ] Werewolf’s Resilience: You can check the box that precedes this boon to gain DR 5/silver for a number of rounds equal to your character level. If you also have the Celestial Lycanthropy boon, checking the box that precedes this boon also grants the benefits of Celestial Lycanthropy.

Sigils of the Spire: Any time you gain Prestige Points and Fame from the “Land Rush” Chronicle sheet, you increase the points gained by 0.5 (e.g. 1.5 Prestige Points rather than 1). This increase is retroactive.

Always Welcome in Breezy Creek: You are always welcome in the Taldan hamlet of Breezy Creek.

Glorymane Resplendent: If you have the intelligent shield Glorymane on a Chronicle sheet belonging to any character, that character can upgrade the shield by spending 15000 gp. This upgrade increases the shield’s enhancement bonus from +2 to +4. In addition, Glorymane gains a +4 bonus on attack rolls with its bite attacks, and the damage dealt increases to 2d10.

Chapter of the Damned: You may cross this entire boon off your Chronicle sheet to destroy the text and spare the world its evil. Doing so allows you to recover 1 previously spent Prestige Point, though it does not increase your Fame.

Sadistic Ally: You may take Aoz the kyton auger as your familiar - you must be lawful neutral, have the Improved Familiar feat, and be a spellcaster of at least 7th level. If you do not have a class feature that grants you a familiar, you can instead spend 2 Prestige Points to secure Aoz’s services (treat as if you had gained the augur’s services via a successful casting of lesser planar ally) for the duration of one game session.

Time Dilation: You can use this boon when casting a non-instantaneous spell that affects an area to apply the Lingering Spell metamagic feat to the spell without increasing the spell’s level. Alternatively, you can use this boon when casting a non-instantaneous spell to apply the Extend Spell metamagic feat to the spell without increasing the spell’s level. When you use this boon, cross it off your Chronicle sheet.

Background:

Appearance and Personality:
An elderly woman with a kindly face, Matrialda has a difficult time remembering names and recognizing faces. This certainly doesn’t stop her from offering cookies to Pathfinders she claims to be her favorite grandchildren, and many agents sport a hand-knitted scarf or hat after having been on a mission with her.