Mechien Segla's page

135 posts. Organized Play character for PaleDim.


| HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2


| Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)


Male CG Elf Evoker 3

About Mechien Segla

PFS # 272301-21
Experience 6
Faction The Concordance
Fame 9
Wealth 2231 gp, 7pp

[OSP] GM PaleDim's Master of the Fallen Fortress CORE +1 XP, +1 PA
[OSP] GM PaleDim's PFS#10-10 The Shattered Shield CORE [Tier 1-5] +1 XP, +2 PA
PFS CORE 5-15 Destiny of the Sands, Part 2: Race to Seeker’s Folly +1 XP, +2 PA
-2pp Wand of Cure Light Wounds
[PFS Outpost III] GM Aldizog's CORE Godsmouth Heresy +3 XP, +4 PA

Mechien Segla
Male Elf evoker 3
CG Medium humanoid (elf)
Init +5, Senses low-light vision; Perception +4
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex, )
hp 14 ((3d6))
Fort +0, Ref +4, Will +5, +2 vs. enchantment spells and effects

Speed 30 ft.
Ranged longbow +4 (1d8/x3), within 30 ft. +5 (1d8+1)
Special Attacks Force Missile (1d4+1, 7/day), Intense Spells,
Prepared Spells
Wizard (CL 3rd; concentration +7)
2nd-flaming sphere(DC 17), *scorching ray(2)
1st-burning hands(DC 16), mage armor(DC 15), shield(DC ), summon monster i
0th-ray of frost, ghost sound(DC 14), detect magic, *light

Str 10, Dex 16, Con 8, Int 18, Wis 14, Cha 10,
Base Atk +1; CMB +1; CMD 14
Feats Point-Blank Shot, Precise Shot, Spell Focus (Evocation)
Skills Craft (Bows) +9, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Azlanti) +8, Spellcraft +10, Spellcraft (Identify magic item) +12, Use Magic Device +7,
Traits Dangerously Curious, Reactionary,
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ arcane bond, arcane school, arcane bond (object), cantrips, elven immunities, elven magic, enchantment opposition school, evocation school, keen senses, low-light vision, necromancy opposition school, spells, weapon familiarity,
Combat Gear Wand (Cure Light Wounds/Cleric/1st) (49 charges),
Other Gear longbow, bracers of armor +1, outfit, traveler's, arrow (16), backpack, common, flint and steel, spellbook, spell component pouch
Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with an object.)

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Arcane Bond (Object) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips Wizards 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. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Evocation School You have chosen to specialize in evocation spells.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 7 times per day.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

No Racial Subtype You have chosen no racial subtype.

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.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Wizard Spells
2nd -flaming sphere, *scorching ray
1st -alarm, animate rope, burning hands, color spray, comprehend languages, detect secret doors, detect undead, disguise self, endure elements, enlarge person, erase, expeditious retreat, feather fall, floating disk, grease, hold portal, identify, jump, mage armor, magic aura, magic missile, magic weapon, mount, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, reduce person, shield, shocking grasp, silent image, summon monster i, true strike, unseen servant, ventriloquism
0th -ray of frost, prestidigitation, resistance, arcane mark, acid splash, open/close, flare, ghost sound, detect poison, dancing lights, mage hand, read magic, mending, detect magic, message, *light

[_] Pharasma's Blessing Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an Undead creature or any single saving throw against an Undead creatures ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasama is your patron deity, you receive a +4 bonus on this reroll. Once this ability has been used, cross it off the Chronicle.

[_] Vaultkeeper Having taken possession of the poppet Vaultkeeper, you begin to hear it whisper arcane secrets into your ear. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the witch class; those that already have retraining synergy with the witch class instead reduce the number of days required to retrain any class level into a witch level by 1. A witch retraining a witch class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.
You can check the box that precedes this boon when retraining to gain the gravewalker witch archetype (Pathfinder RPG Ultimate Magic 84) for free. If any other archetypes you have modify the same class feature as the gravewalker archetype replaces, you lose those archetypes at no cost. You can instead check this box and spend 2 Prestige Points to bequeath Vaultkeeper to one of your other characters, granting that character the effects of this boon instead. This allows you to use the archetype with that character as though it were allowed by Additional Resources, and you must have a copy of Pathfinder RPG Ultimate Magic and a copy of this Chronicle sheet with you when playing a character using this archetype.

[_][_][_] Whispers of Evil Chasing the ghoul witch Zaashakar throughout the city of Azir has lef you with more questions than answers. A previously hidden evil has begun to stir, but now you’re aware of its movements. You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure.