Nieran Codali

Roar of the Storm's page

38 posts. Organized Play character for rpblue.


Race

Hermit by the Sea 1| HP 14/14 | AC: 18 | F: +5 R: +7, W: +5 | Perception: +3 (T) | Default Exploration: Follow | Focus: 1/1 |

Classes/Levels

Hero Points: 1

About Roar of the Storm

Background
Roar of the Storm was born in a small fishing village on the Castrovin Sea in Casmaron to a dark-skinned elf and a human woman. A native-born Khattibi Keleshite, Storm was found by the master of the Pandeistic Monastery on his journey to the Darklands entrance in the Castrovin Sea. He has spent the last twenty years as the disciple of Gozreh, honing his magical craft within the walls of the monastery. He has recently been released with Guide to the Beyond and Frustration of an Aeon to seek tempering in the Pathfinder Society.

.
.
Personality
Storm is a man-obsessed with magic, especially magic related to the weather. Due to his high intellect and his obsession, he frequently gets lost in his own mind, processing magical theorems or conducting simulations of new magical arts.

When processing information by himself, he tends to mutter his words to reinforce them in his mind, though his speech often disturbs those not used to him. It is robotic and simplistic. Any information presented to him without engagement of his focus will likely result in the words being taken at face value. When he gives enough focus to a conversation at hand, he can converse as a normal person would, but by that point the damage has usually been done.

Lastly, he loves titles. Self-given, improvised or official, it is of no concern. Titular recognition may be his one hobby outside of magic.

Roar of the Storm
PFS # 73433-2003
Male Elf Starlit Span Magus of Gozreh 1
Heritage Cavern Elf
Background Hunter
Perception +3;
Pathfinder School Spells

Defense::

AC 18 (+1 armor, +3 proficiency, +4 Dex)
HP 14 (6+1d8)
Fort +5 [E]; Ref +7 [T]; Will +5 [E]

Offense::

Speed 35 ft.
Melee trident +5 (1d8+2) [Piercing]
Ranged trident +7 (1d8+2) [Piercing] (20 ft.)

Spells::

Cantrips: [5] Detect Magic; Mage Hand; Electric Arc; Gale Blast; Tanglefoot
1st: [1] Horizon Thunder Sphere

Statistics::

Str 14, Dex 18, Con 10, Int 16, Wis 10, Cha 10
General Feats:
Ancestry Feats: Nimble Elf
Class Feats:
Skill Feats: Survey Wildlife
Skills Acrobatics +7 [T]; Crafting +6 [T]; Lore (Tanning) +6 [T]; Nature +3 [T]; Religion +3 [T]; Stealth +7 [T]; Survival +3 [T]
Languages Common, Elvish, Aquan, Auran, Terran
Combat Gear Trident (x3); Leather Armor; Buckler
Other Gear Adventurer’s Pack (backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.); Wooden Holy Symbol of Gozreh; Material Component Pouch
Current Bulk: 5.3 out of 7

Starlit Span (Focus Pool: 1)::

When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.

Conflux Spell – Shooting Star
Cast one action; verbal; Requirements Holding a ranged or thrown weapon.
Power You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.

Special Abilities:

Arcane Cascade (Stance)
Cast one 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
Cast two actions
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.

Resources:

GP: 10.9
Exp: 1

Chronicles:

1 - Bounty #2