Aron Kir

Nycholas Hyll's page

197 posts. Alias of Crisischild.


Full Name

Nycholas Hyll

Race

Mirror's Edge: +16 (2d12+6 S/P) | Reaction: AoO | Speed 35**/30ft | Active Conditions: *Longstrider (8 Hrs)* |

Classes/Levels

Special Abilities: Hero Points: 1/3 | Focus Points: 1/1 | Battle Med DC 15/20: L, M, N, W

Spells:
L1: True Strike 2/2 | L2: Jump 0/1, Enlarge 2/2 | L3: Shocking Grasp 2/2 | L4: Stoneskin 1/1, Fly 1/1

Gender

Inexorable Iron Magus (7) | HP 87/96 | AC 26 | F: +14, R: +11, W: +13 | Init: +2 | Perc: +11 |

Size

M

Age

17

Alignment

NG

Deity

Nethys

Location

River Kingdoms

Languages

Azlanti, Common, Draconic, Elven, Varisian

Occupation

Librarian

Strength 19
Dexterity 10
Constitution 16
Intelligence 16
Wisdom 14
Charisma 10

About Nycholas Hyll

Nycholas in his old half-plate
Nycholas' current armor.
Hero Point: 1/3
Nycholas Hyll
Human magus 7
NG, Large, Human, Humanoid
Heritage versatile heritage
Background student of magic
Perception +11 (+2 to Init)
Languages Azlanti, Common, Draconic, Elven, Varisian
Skills Academia Lore +12, Acrobatics -1, Arcana +15, Athletics +13, Azlant Lore +12, Medicine +16, Nature +12, Occultism +13, Religion +12, Society +12, Stealth -1, Thievery -1
Str 19 (+4), Dex 10 (+0), Con 16 (+3), Int 16 (+3), Wis 14 (+2), Cha 10 (+0)

Combat Gear +1 full plate, +1 striking shifting greatsword, belt of good health, healer's tools,endless grimoire, ring of the ram,

Other Items bag of holding i, bedroll, chain (foot)s (10), comealong, cookware, extra ink and paper writing set, folding ladder, four-person tent, grappling hook, hat of the magi, healer's gloves, material component pouch, mug, pitons (4), professional fishing tackle, rations (1 week)s (4), repair kit, rope (foot)s (200), rubbing set, ruler, soap, Spellbook (Magus), Spellbook (Wizard), traveler’s any-tool, wand of alarm, wand of longstrider (2nd level), wand of longstrider (2nd level), waterskins (2), writing set, purse (111 gp, 1 cp)
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AC 25; Fort +14; Ref +10; Will +13
HP 96
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Speed 25 feet
Melee [1] +1 striking shifting greatsword +16 (versatile P, arcane, magical, reach 10 feet), Damage 2d12+6 S
Arcane Magus Spellcasting DC 22, attack +13; 4th stoneskin (2) 3rd shocking grasp (2) 2nd enlarge (2) Cantrips (4th) acid splash, gouging claw, mage hand, produce flame, shield
Arcane Wizard Spells DC 22, attack +13; 2nd jump 1st true strike (2) Cantrips (4th) detect magic, light
Focus Spells 1 Focus Point, DC 22; 4th Thunderous Strike
Ancestry Feats General Training, Natural Ambition
Class Feats Attack Of Opportunity, Magus's Analysis
General Feats Armor Proficiency, Fleet, Incredible Initiative, Toughness
Skill Feats Battle Medicine, Continual Recovery, Quick Jump, Recognize Spell
Other Abilities arcane spellcasting, bulwark, conflux spells, hybrid study, spellbook, studious spells, transmutation, weapon specialization

=====Magus Features=====

Arcane Cascade (One Action):
Action
Traits Concentrate, Magus, Stance
Requirements You used your most recent action to Cast a Spell or make a Spellstrike.
Source Magus, granted option

Description
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

– Key Traits –
Stance
A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action that has the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode.

Inexorable Iron (3 Temp HP):
When you enter Arcane Cascade stance and at the start of each of your turns while you’re in that stance, if you’re wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).

Conflux Spell thunderous strike
Studious Spells 7th: enlarge; 11th: earthbind; 13th: dimensional anchor

– Bonus Spells –

2nd level—enlarge
3rd level—earthbind
4th level—dimensional anchor

– Focus Spells Granted –
Thunderous strike
You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails.

Heightened (+1) The damage increases by 1.

Spellstrike (2 actions, 1 Action recharge):
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 (Secrets of Magic 40) 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.

Endless Grimoire (Arcane):

Level 0: Acid Splash, Detect Magic, Gouging Claw, Infectious Enthusiasm, Light, Mage Hand, Prestidigitation, Produce Flame, Read Aura, Shield, Telekinetic Projectile, Warp Step
Level 1: Alarm, Create Water, Hydraulic Push, Jump, Longstrider, Pest Form, Pocket Library, Shocking Grasp, True Strike
Level 2: Blur, Comprehend Languages, Darkvision, Dispel Magic, Enlarge, False Life, Resist Energy
Level 3: Cozy Cabin, Feet to Fins, Haste, Magnetic Acceleration
Level 4: Fly, Stoneskin

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Nycholas Hyll's Notes on the Emerald Spire From Chaid DiViri’s Journals and Additional Sources:

Ground Floor
Keep of some sort. Unsurprising.
Possibly occupied by orcs.
Secret entrance made of stone in “back”.

Second Floor
Empty cellar.
Magical ‘fog’ that blocks light. Unsure how deep this ‘fog’ goes.

Third Floor
Occupied by undead.
Probably still occupied by undead.
Pit traps in the hallways. Probably reset by the undead once sprung.
Undead ‘fled’. Intelligent, or controlled by an intelligent undead? Addendum: Possibly controlled by necromancer “Tarrin Dars”.
Secondary entrance via tunnel from Echo Wood. Unlikely to be worth pursuing.

Fourth floor
Possibly friendly troglodytes with some kind of magical artifact.
Corwin's mystery emerald and this floor both denoted by the Azlanti rune for 'four'. Emerald rod may be a key of some sort.
Second group of troglodytes worshiping the same magical artifact as the first. Unsure if friendly or not.

Fifth floor
Oozes.

Sixth floor
Clockwork maze that changes.
Automatons.
Possibly occupied by Numerian wizard Klarkosh.
No known groups besides the Hellknights have ventured below the sixth floor.

Notes
Denizens of the darklands below the sixth floor. Serpentfolk and Morlocks mentioned.
Denizens of the tower quickly repopulate after they are cleared out. Uncanny.
‘Mistress of Thorns’. Possibly friendly.
“Portals”(?).
Each level appears to be signified by a unique arcane rune. Purpose unknown.
Crystal the structure is made of is indestructible and can power Numerian-esque technology.
Seems likely all floors above seventh are occupied by “Splinterden Bandits”, lead by Klarkosh.

Loot: