Perelir

Mialari Docur's page

16 posts. Alias of Brainiac.


About Mialari Docur

Female ancient elf magus 16
CN Medium Elf

Senses: Perception ; low-light vision

DEFENSE
AC
HP 182

Fort
Ref
Will

OFFENSE

Spd 30 ft

Melee

SPELLS
8th (2/day)--
7th (2/day)--
Cantrips (5)--

CONFLUX SPELLS (3 Focus Points)

Cascade Countermeasure
Cast Single Action somatic; Requirements You're benefiting from Arcane Cascade.
Duration until the Arcane Cascade stance ends
You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends.
Heightened (+3) The resistance increases by 5.

Dimensional Assault
Cast Single Action verbal
Range half your Speed
You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.

Runic Impression
Cast Single Action somatic
Range touch; Targets you or one weapon you're wielding
Duration 1 minute
Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive, flaming, frost, ghost touch, returning, shock, or thundering. If you cast runic impression on a weapon, this spell ends if you cease holding the weapon.

If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed.
Heightened (8th) Add keen to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering.

STATISTICS
Str 14 (+2)
Dex 20 (+5)
Con 16 (+3)
Int 20 (+5)
Wis 18 (+4)
Cha 10 (+4)

CLASS FEATURES

Arcane Cascade:
Arcane Cascade
Single Action
Requirements You used your most recent action to Cast a Spell or make a Spellstrike.
You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.
Abjuration or Evocation force
Conjuration or Transmutation same type as your weapon or unarmed attack
Divination, Enchantment, or Illusion mental
Necromancy negative

Spellstrike:
Spellstrike
Two Actions
Magus
Frequency until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.
Spellstrike Specifics
Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.

One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.

Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.

Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones.

Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.

Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.

Metamagic: You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.
Spellstrike Specifics
Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.

One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.

Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.

Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones.

Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.

Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.

Metamagic: You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.

Hybrid Study: Laughing Shadow: Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.

While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking a flat-footed creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.

Lightning Reflexes: Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Weapon Expertise: You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Studious Spells: Your hybrid study grants you additional spells that can enhance your power in combat. You gain two special 2nd-level studious spell slots, which can be used to prepare spider climb, true strike, water breathing, and an additional spell depending on your hybrid study (mirror image). You add any spells from this class feature to your spellbook. At 11th level, the extra slots increase to 3rd level and you add haste and an additional spell depending on your hybrid study (shift blame). At 13th level, the extra slots increase to 4th level and you add fly and an additional spell depending on your hybrid study (dimension door).

Weapon Specialization: You can inflict greater injuries with your favored weapons. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Alertness: You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Expert Spellcaster: Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

Resolve: You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Medium Armor Expertise: You've learned to defend yourself better against incoming attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Mastery: You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization: Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

Juggernaut: Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

HERITAGE

Ancient Elf: In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

BACKGROUND

Chelish Rebel: You joined the fight against House Thrune. You may have helped liberate the nation of Ravounel, or you might be involved in another rebellion, such as Pezzack’s, that studied Ravounel’s successes. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Society skill, and the Kintargo Lore skill. You gain the Streetwise skill feat.

FEATS

Ancestry Feats:

1st: Forlorn: Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

5th: Ageless Patience: You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.

9th: Elf Step (One Action): You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.

13th: Avenge Ally (One Action, Fortune):
Frequency once every 10 minutes
Requirements You are adjacent to an ally with the dying condition.
Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.

Class Feats:

Heritage: Rogue Dedication: You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.

2nd: Spell Parry (One Action):
Requirements You have one or more hands free.
You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements.

4th: Sneak Attacker: You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.

6th: Cascade Countermeasure: When in Arcane Cascade, you can make yourself resistant to magic. You learn the cascade countermeasure conflux spell. Increase the number of Focus Points in your focus pool by 1.

8th: Runic Impression: You can temporarily replicate the effects of a property rune for your weapon or unarmed attacks. You learn the runic impression conflux spell. Increase the number of Focus Points in your focus pool by 1.

10th: Dimensional Disappearance: You take advantage of teleportation to better hide your position. When you cast dimensional assault, you're affected by an invisibility spell at the end of the teleport. You can choose not to make the Strike that is normally part of dimensional assault. If you do make the Strike, your invisibility ends after the Strike, as normal for invisibility.

12th: Conflux Focus: You imagine how you'll weave magic and combat into future battles, improving your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

14th: Arcane Shroud (One Action)
Frequency once per turn
Requirements Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot.
Your spell has a powerful aftereffect, briefly granting you a certain spell depending on the spell you cast. You use Arcane Cascade and are subject to an additional aftereffect spell depending on the school of your most recent spell. This aftereffect spell's duration lasts until the end of your next turn or its normal duration, whichever is longer. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud.

Abjuration stoneskin
Conjuration blink
Divination see invisibility
Enchantment heroism
Evocation fire shield
Illusion invisibility (ends after a hostile action, as normal)
Necromancy false life
Transmutation fleet step

16th: Dispelling Spellstrike (Three Actions)
Requirements Your Spellstrike is charged.
The spell you deliver tries to force out magic affecting your enemy. Make a Spellstrike. If it hits, you also attempt to counteract a single spell (of your choice) active on the target. The counteract level is half your level rounded up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to counteract checks).

General Feats:

3rd:

7th:

11th:

14th:

Skill Feats:

Background: Streetwise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Rogue Dedication:

2nd:

4th:

6th:

8th:

10th:

12th:

14th:

16th:

SKILLS

LANGUAGES
Celestial, Common, Draconic, Elven, Gnomish, Infernal, Sylvan

EQUIPMENT