Kenku

Pfvaarsk Gildeplume's page

8 posts. Alias of Aarvidson.


Full Name

Pfvaarsk Gildeplume

About Pfvaarsk Gildeplume

-Pfvaarsk Gildeplume
Male syrinx transmuter 14 (Pathfinder RPG Adventurer's Guide 63)
LN Medium humanoid
Init -2; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 11, touch 8, flat-footed 11 (+1 armor, -2 Dex, +2 natural)
hp 115 (15 HD; 14d6+1d8+59)
Fort +9, Ref +4, Will +14
Resist acid 10, cold 10
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Offense
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Speed fly 60 ft. (average)
Melee +1 dagger +7/+2 (1d4+2/19-20) or
. . (L) +1 frost spear +5/+0 (2d6+2/×3 plus 1d6 cold) or
. . cold iron boar spear +6/+1 (1d8+1)
Ranged sling +3 (1d4+1)
Arcane School Spell-Like Abilities (CL 14th; concentration +21)
. . At will—change shape (beast shape iii or elemental body ii, 14 rounds/day)
. . 8/day—telekinetic fist (1d4+7 bludgeoning)
Transmuter Spells Prepared (CL 14th; concentration +21)
. . 7th—control construct[UM] (2), limited wish, rampart[APG]
. . 6th—disintegrate (DC 21), disintegrate (2, DC 21), move earth, transformation
. . 5th—animal growth (DC 20), baleful polymorph (2, DC 20), geyser[APG] (2, DC 20), teleport
. . 4th—greater aggressive thundercloud[ACG] (DC 19), dimension door, dragon's breath[APG] (3, DC 19), monstrous physique II[UM] (2)
. . 3rd—conjure carriage[UI], dispel magic, explosive runes, flame arrow (2), slow (2, DC 18)
. . 2nd—acid arrow (2), communal ant haul[UC] (2), stone call[APG] (2), whispering wind
. . 1st—animate rope (2), enlarge person (DC 16), liberating command[UC], mage armor (2), mount, protection from law
. . 0 (at will)—detect magic, light, mending, read magic
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Statistics
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Str 13, Dex 6, Con 17, Int 21, Wis 12, Cha 10
Base Atk +7; CMB +6 (+8 grapple); CMD 16 (18 vs. grapple)
Feats Alertness, Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Cypher Script[ISWG], Eschew Materials, Flyby Attack, Hover, Improved Familiar, Scribe Scroll, Skill Focus (Profession [soldier]), True Name (inevitable, impariut)[UM]
Traits focused mind, scholar of the ancients
Skills Appraise +9, Bluff +5, Craft (glass) +17, Fly +3, Handle Animal +8, Heal +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +9, Knowledge (engineering) +21, Knowledge (geography) +11 (+12 to navigate underground in Fangwood and Forts), Knowledge (history) +11, Knowledge (Ironfang) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +19 (+24 to Linguistics checks to identify forgeries), Perception +6, Profession (soldier) +12, Sense Motive +3, Spellcraft +22, Survival +17 (+18 to navigate in the wilderness in Fangwood and Forts), Use Magic Device +1
Languages Aquan, Auran, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Orc, Sylvan, Syrinx, Terran, Thassilonian, Tien, Undercommon
SQ (name), arcane bond (Golden Snitch, arbiter), physical enhancement (+3)
Combat Gear bouncing metamagic rod[APG], candle of clean air[UE], dust of appearance, feather token (bird), feather token (bird), intensified metamagic rod[APG], lesser extend metamagic rod, pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), potion of bear's endurance (2), potion of cure light wounds (3), scroll of floating disk, scroll of sending, wand of acid arrow (16 charges), wand of burning hands (42 charges), wand of fireball (16 charges), wand of floating disk (10 charges), wand of mage armor (28 charges), wand of magic missile, wand of magic weapon (11 charges), alchemist's fire (8), thunderstone (4); Other Gear +1 dagger, +1 frost spear, cold iron boar spear[APG], sling, sling bullets (10), +1 bodywrap of mighty strikes[UE], amulet of natural armor +2, bracers of armor +1, cloak of resistance +2, handy haversack, ioun torch ioun stone[APG], minor ring of cold resistance, polymorphic pouch[UE], ring of protection +1, sigil of kraggodan, spectacles of understanding[UE], steadfast gut-stone[UE], =book of war, =bristle billie book, =tome of change, area map[UE], backpack, bandolier[UE], bedroll, belt pouch, boots of the earth (worth 5,000 gp, 5 lb), flask, flask, flask, flint and steel, glassblowing tools, ink, inkpen (2), mess kit[UE], sentry seeds[UI] (2), soap, spell component pouch, torch (10), trail rations (5), waffle iron[UE], wrist sheath[UE], wrist sheath[UE], 14 gp, 7 sp, 1 cp
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Special Abilities
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(Name) (Ex) (Description Text)
Change Shape II (beast shape iii or elemental body ii, 14 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Cypher Script You are more efficient at using your spellbook
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (60 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Greed (Transmutation) Transmuters use magic to change the world around them.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Physical Enhancement +3 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Fist (1d4+7 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
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Pfvaarsk grew up in a Syrinx Monastery-City in Arcadia. He grew up learning about history of ancient civilizations, such as thassilon, sparking his interests. He gazed from the cliffside balconies at the open ocean, where somewhere, innumerable Thassilonian treasures lay undiscovered.

While exploring some Azlanti ruins, he came across a small purse of platinum coins, which was his ticket out of Arcadia.

He ventured to Anchor's End, a Chelish port, and purchased his fare to Kintargo, where he could venture further inland to the Mindspin Mountains, where he could finally find the Thassilonian relics he had researched so much about.

A few hours after the ship set off, a thick fog set in, obscuring the advance of a submerged saltwater merrow. A shudder went down the hull of the ship, and passengers were ordered to the top deck. The merrow began to climb the deck, and it shrugged off arrows like annoying mosquitoes. Pfvaarsk cast a spell, enlarging one of the crew to a size comparable to the aquatic ogre. The crew fired a few more shots, now penetrating deep into its hide, until it retreated.

And like that, the merrow was gone. The rest of the month-long trip was uneventful, and Pfvaarsk even found an osprey to be his familiar. Finally, the ship had arrived in Kintargo.

Pfvaarsk was amazed at the sights of Kintargo, particularly the Operahouse. There, he made a little bit of money to afford to travel inland.

He traveled with a caravan all the way into the Mindspin Mountains, selling his glasswares as he went to earn a little extra money, stopping by some small communities. While staying at one, Pfvaarsk was able to witness the rampage of a desperate adult cloud dragon, named Zanembis. The caravan saw the electrified wreckege and decieded to quickly leave.

Eventually, the caravan stopped at the small town of Phaendar in the Nirmathas as a final stop for Pfvaarsk. There, he picked up a job repairing windows and making glassware.

Pfvaarsk appreciates good art whenever he sees it, and particularly good craftsmanship when it comes to weapons and metal. He also appreciates music strongly from his time in Kintargo, and will often donate silver to a singing street performer. He also gets along well with followers of Sheyln.

===Daily Contingency===
1-Blink if Any Attack

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Golden Snitch CR –
Male arbiter (Pathfinder RPG Bestiary 2 162)
LN Tiny outsider (extraplanar, inevitable, lawful)
Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +6
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Defense
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AC 28, touch 16, flat-footed 24 (+4 armor, +3 Dex, +1 dodge, +8 natural, +2 size)
hp 57 (2d10+4); regeneration 2 (chaotic)
Fort +6, Ref +8, Will +11
Defensive Abilities constant vigilance, constructed, improved evasion; SR 19
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Offense
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Speed 40 ft., fly 80 ft. (average)
Ranged +1 returning javelin +14/+14 (1d3+1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, electrical burst
Spell-Like Abilities (CL 2nd; concentration +4)
. . Constant—detect chaos
. . 3/day—command (DC 13), make whole, protection from chaos
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 11, Dex 16, Con 14, Int 18, Wis 11, Cha 14
Base Atk +7; CMB +9; CMD 19
Feats Flyby Attack, Weapon Finesse
[b]Tricks
Attack, Come, Down, Fetch, Seek, Stay
Skills Acrobatics +3 (+7 to jump), Appraise +5, Bluff +10, Craft (bookbinding) +7, Craft (siege engines) +7, Diplomacy +7, Escape Artist +4, Fly +15, Handle Animal +7, Heal +1, Intimidate +6, Knowledge (planes) +9, Linguistics +15, Perception +6, Sense Motive +5, Spellcraft +18, Stealth +16, Survival +16, Use Magic Device +4
Languages Common, Dwarven, Syrinx, Thassilonian; speak with animal (same kind only), speak with master, truespeech
SQ empathic link, locate inevitable
Combat Gear horn of battle clarity[UE], necklace of fireballs ii, necklace of fireballs ii; Other Gear +1 returning javelin, bag of tricks (gray), cloak of woodland creatures, mallet of building[UE], backpack
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Special Abilities
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Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
Constructed (Su) Have bonus hp as constructs and other construct immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Electrical Burst (DC 19) (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Empathic Link (Su) You have an empathic link with your master.
Fly (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Regeneration 2 (chaotic) Heal HP quickly and cannot die.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (19) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

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=Ischorian
Male Impariut (Pathfinder Adventure Path #118: Siege of Stone 86)
LN Medium outsider (extraplanar, inevitable, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +23
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Defense
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AC 24, touch 12, flat-footed 22 (+4 armor, +2 Dex, +8 natural)
hp 134 (12d10+72); regeneration 3 (chaotic)
Fort +14, Ref +5, Will +11 (+1 vs. fear)
Defensive Abilities armor of will, constructed; DR 5/chaotic; SR 17
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Offense
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Speed 20 ft.
Melee +1 mithral longsword +14/+9/+4 (1d8+20/19-20) or
. . +1 spell storing punching dagger +14/+9/+4 (1d4+14/×3)
Special Attacks compulsive orthodoxy
Spell-Like Abilities (CL 8th; concentration +13)
. . At will—bane (DC 16), command (DC 16), forbid action[UM] (DC 16), litany of sloth[UC] (DC 16)
. . 5/day—litany of weakness[UC]
. . 3/day—divine favor, enthrall (DC 17), litany of entanglement[UC] (DC 18), protection from chaos, zone of truth (DC 17)
. . 1/day—bestow curse (DC 19), litany of vengeance[UC], terrible remorse[UM] (DC 19)
. . 1/week—plane shift (self only) (DC 22)
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Statistics
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Str 20, Dex 15, Con 18, Int 15, Wis 18, Cha 21
Base Atk +12; CMB +13 (+15 reposition, +15 steal); CMD 29 (31 vs. reposition, 31 vs. steal)
Feats Alertness, Combat Expertise, Cosmopolitan[APG], Improved Initiative, Improved Reposition[APG], Improved Steal[APG], Persuasive, Power Attack, Weapon Focus (warhammer)
Traits honey-tongued, imperial soldier (molthune)
Skills Acrobatics +2 (-2 to jump), Bluff +5 (+6 when dealing with agents of the law), Diplomacy +19 (+20 when dealing with agents of the law), Disguise +17, Intimidate +20, Knowledge (history) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +8, Perception +23, Sense Motive +23, Stealth +8, Survival +13
Languages Dwarven, True Speech; truespeech
SQ armor training 1, discern heritage, slow and steady
Other Gear +2 fire resistance heavy steel shield, +1 mithral longsword, +1 spell storing punching dagger, golembane scarab
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Special Abilities
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Armor of Will (Su) A kastamut's powerful will generates a protective field of force that grants it an armor bonus equal to the kastamut's Wisdom modifier.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Compulsive Orthodoxy (1/week, DC 19) (Su) Once per week as a full-round action, a kastamut can place a geas-like curse upon a single target. If the target creature fails a DC 16 Will save, it must conform unerringly to specific cultural traditions or customs chosen by the kastamut. Ea
Constructed (+20 HP) (Su) Have bonus hp as constructs and other construct immunities.
Damage Reduction (5/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Discern Heritage (DC 19) (Su) As a swift action, a kastamut can determine the cultural heritage of a single creature it can see. The kastamut learns the target's racial background, clan affiliation, and any other pertinent information that can help it determine the customs and tr
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Reposition Reposition at +2, without an attack of opportunity.
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Regeneration 3 (chaotic) Heal HP quickly and cannot die.
Slow and Steady Your base speed is never modified by armor or encumbrance.
Spell Resistance (17) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.