Seltyiel

Sargon Greymore's page

72 posts. Organized Play character for Greymore.


Full Name

Sargon Greymore

Race

Arcanist Evoker 10 | hp 74/55 | AC 17(T13;FF14)|CMD 15|F+6* R+8 W+10|Init+12| Per 14(16vs magic traps)|Vers Evoc 12/12| Arcane Res:15/15| Elem Manip:10/10|

Classes/Levels

Effects: Raiment of Command(9hr),False Life(9hr)

About Sargon Greymore

Sargon Greymore
Male elf arcanist (occultist) 9/evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Advanced Player's Guide 143)
CN Medium humanoid (elf)
Init +12; Senses low-light vision; Perception +14 (+16 vs. magic traps)
Aura elemental manipulation (30 ft.)
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex; +2 deflection bonus vs. evil)
hp 55 (10d6+13)
Fort +6 (+1 vs disease and swarm distraction), Ref +8, Will +10; +2 vs. enchantments, +4 and one size larger to resist effects of wind; +2 resistance vs. evil
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cestus +3 (1d4-2/19-20)
Special Attacks arcane reservoir (15/15), arcanist exploits (dimensional slide[ACG], familiar[ACG], potent magic[ACG], quick study[ACG], school understanding[ACG]), consume spells, intense spells (+5 damage)
Arcanist Spell-Like Abilities (CL 9th; concentration +18)
. . 1/day—augury
. . 1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 9th; concentration +18)
. . 4th (5/day)—acid pit (DC 24), communal protection from energy[UC]
. . 3rd (6/day)—lightning bolt (DC 23), resist energy(communal), dispel magic
. . 2nd (6/day)—false life, glitter dust (DC 22), raiment of command(DC 21), investigative mind[ACG]
. . 1st (7/day)—grease(DC 21), heightened awareness[ACG], liberating command[UC], snowball[UW], vanish[APG] (DC 20)
. . 0 (at will)—dancing lights, detect magic, disrupt undead, mage hand, message, open/close (DC 19), ray of frost, read magic
Evoker Spells Prepared (CL 1st; concentration +10)
. . 1st—blend[ARG], endure elements, unwelcome halo (DC 21), waterproof
. . 0 (at will)—detect poison, prestidigitation, spark[APG] (DC 20)

0 Lvl Spells:

Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect
Detect
Disrupt
Flare
Ghost Sound
Grasp
Haunted Fey Aspect
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scrivener's Chant
Spark
Touch of Fatigue

1st Lvl Spells:

Adhesive Spittle
Anticipate Peril
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Crafter's Fortune
Endure Elements
Enlarge Person
Expeditious Excavation
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Heightened Awareness
Hydraulic Push
Keep Watch
Kreighton's Perusal
Liberating Command
Mage Armor
Magic Missile
Magic Weapon
Monkey Fish
Obscuring Mist
Protection from Evil
Ray of Enfeeblement
Rite of Centered Mind
Shield
Snowball
Summon Monster I
Touch of the Sea
True Strike
Vanish
Waterproof
Wizened Appearance

2nd Lvl Spells:

Alter Self
Alter Summoned
Blindness/Deafness
Blur
Bull's Strength
Burst of Radiance
Continual Flame
Create Pit
Darkvision
Endure Elements, Communal
Euphoric Cloud
False Life
Flaming Sphere
Flurry of Snowballs
Fog Cloud
Fox's Cunning
Frigid Touch
Glitterdust
Gust of Wind
Hideous Laughter
Investigative Mind
Invisibility
Knock
Life Pact
Merge With Familiar
Mirror Hideaway
Mirror Image
Pyrotechnics
Raiment of Command
Resist Energy
Retrieve Item
Scorching Ray
See Invisibility
Share Memory
Shatter
Slipstream
Spectral Hand
Spider Climb
Stone Call
Summon Monster II
Summon Swarm
Tactical Acumen
Web

3rd Lvl Spells:

Aqueous Orb
Countless Eyes
Daylight
Dispel Magic
Displacement
Elemental Aura
Fireball
Fly
Halt Undead
Haste
Heart of the Metal
Heroism
Ice Spears
Lightning Bolt
Mad Monkeys
Magic Weapon, Greater
Oneiric Horror
Pellet Blast
Phantom Steed
Protection from Energy
Pugwampi's Grace
Resist Energy, Communal
Shield Companion
Slow
Spiked Pit
Stinking Cloud
Summon Monster III
Swipe
Tiny Hut
Tongues
Vampiric Touch

4th Lvl Spells:

Acid Pit
Arcane Eye
Bestow Curse
Black Tentacles
Confusion
Control Summoned Creature
Daze, Mass
Detect Scrying
Dimension Door
Dragon's Breath
Emergency Force Sphere
Enervation
Enlarge Person, Mass
Eyes of the Void
False Life, Greater
Fire Shield
Flaming Sphere, Greater
Fleshworm Infestation
Infernal Healing, Greater
Invisibility, Greater
Master's Escape
Phantom Chariot
Planar Ally, Lesser
Protection from Energy, Communal
Quieting Weapons
Remove Curse
Resilient Sphere
Scrying
Secure Shelter
Solid Fog
Stoneskin
Summon Accuser
Summon Monster IV
Telekinetic Charge
Wall of Fire

5th Lvl Spells:
Summon Monster V

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Statistics
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Str 7, Dex 16, Con 12, Int 28, Wis 11, Cha 7
Base Atk +4; CMB +2; CMD 15

Feats Alertness, Augment Summoning, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Extra Reservoir[ACG], Run, Spell Focus (conjuration), Spell Focus (evocation)

Traits clever wordplay, warrior of old

Skills:
Acrobatics +13 (+17 to jump with a running start)
Appraise +13
Bluff -2 (+8 to bluff checks related to impersonating a specific authority figure.)
Craft (alchemy) +22
Craft (calligraphy) +16
Diplomacy +24 (+26 vs. geniekind, +2 circumstance bonus when in Irrisen)
Disguise -2 (+8 to disguise yourself as a specific authority figure whom you have met in person.)
Escape Artist +10
Fly +7
Heal +0 (+2 to treat poison)
Intimidate +3
Knowledge (arcana) +22 (+24 to understand the nature and ways of dragons,+24 to identify constructs)
Knowledge (dungeoneering) +17 (+19 while navigate dungeons beneath the Cairnlands' siege castles, +19 to navigate the tunnels of the Darklands and identify Darklands natives)
Knowledge (engineering) +17
Knowledge (geography) +17 (+19 to navigate the City of Brass and surrounding areas, +19 to navigate the tunnels of the Darklands and identify Darklands natives)
Knowledge (history) +18 (+20 vs. Azlant or to learn about Thassilonian artifacts, and +20 on all thing related to Magnimar)
Knowledge (local) +17 (+19 to identify drow and their customs, weaknesses, and tactics, +19 on all thing related to Magnimar)
Knowledge (nature) +18
Knowledge (nobility) +18 (+20 on all thing related to Magnimar)
Knowledge (planes) +18 (+20 vs. geniekind, +20 to identify demons and other outsiders native to the Abyss)
Knowledge (religion) +18
Linguistics +17 (+19 to learn about Azlanti sentence construction and idioms)
Perception +14 (+16 vs. magic traps)
Sense Motive +2 (+4 to distinguish between true statements and exaggeration regarding esoteric topics)
Spellcraft +22 (+24 to identify magic item properties)
Survival +0 (+2 to navigate Jungles of Mwangi Expanse, +2 to notice and follow tracks in Arctic environments, +2 to avoid becoming lost)
Racial Modifiers +2 Spellcraft to identify magic item properties

Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Skald, Sylvan, Terran, Thassilonian, Tien
SQ arcane bond (necklace of adaptation), conjurer's focus (Summon Monster V, 9 minutes), elven magic, versatile evocation
Combat Gear lesser empower metamagic rod, lesser selective metamagic rod[APG], mnemonic vestment[UE], potion of cure moderate wounds, rune stone of power (1st level) (3) scroll of communal resist energy, see invisibility, snapleaf[UE], universal solvent (3), wand of infernal healing (31 charges), wand of mage armor (46 charges), wand of protection from evil (7 charges), wand of shield (47 charges), wand of silent image (50 charges), alchemical grease[APG] (5), alchemist's fire (5), antiplague[APG] (4), antitoxin (4), caltrops, cold iron (4), clear ear (4), smelling salts[APG], soothe syrup[APG] (3), stillgut[ARG] (4), tanglefoot bag (5), troll oil[UE] (3), twitch tonic[UE] (3), vermin repellent[UE] (2); Other Gear mwk cestus[APG], cloak of resistance +2, cracked dusty rose prism ioun stone, goz mask[ISWG], handy haversack, headband of vast intelligence +6, necklace of adaptation, wayfinder[ISWG], alchemist's lab, bedroll, blotter (0.2 lb), ink, inkpen, knife for cutting quills into pens (0.5 lb), leeching kit[APG], masterwork calligraphy tools, mess kit[UE], paper (10), pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), smoked goggles[APG], soap, spell component pouch, spellbook, compact[ARG], spellbook, compact[ARG], spellbook, compact[ARG], trail rations (5), vial, wrist sheath, spring loaded, wrist sheath, spring loaded, 187 gp, 3 sp, 6 cp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Necklace of adaptation) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Reservoir +2 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster V, 9 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (90 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elemental Manipulation (10 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
School Understanding Arcanist levels stack with Wizard levels for specialist abilities.
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.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (12/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Boons of Note:
Season 6 Boon#6 Explorer's Endurance: Endure Elements(hot weather only/110F and below) / +1 Save vs disease and against distraction abilities of swarms.
Friend of Ksadei(7-03 The Bronze House Reprisal): +2 on all knowledge(local),(history), and (nobility) checks related to Magnimar. Also +2 on all Charisma-based checks when interacting with good-aligned NPCs in Magnimar.
Hero of the Day(7-03 The Bronze House Reprisal): +2 Knowledge(arcana) to identify constructs. 1x/scenario may ignore hardness and DR for one attack. Must declare before attack roll.
Timelost Chronicler(7-00 The Sky Key Solution): Gain a permanent +1 to Knowledge(history). 1x/scenario may add +1(morale)bonus to a single d20 roll. Must declare before the roll.
Wayang's Favor(6-21 Tapestry's Toil): +2 CHA based checks to influence wayangs.
Warm Friend in a Cold Land Befirended Uliyara, a stilyagi Jadwiga and she proves to be a valuable ally in Irrisen. +2 circumstance bonus to Diplomacy when in Irrisen. 1x may bring Uliyara along and gain this bonus outside of Irrisen, but then must cross this off the chronicle.
Prized Find(The Wounded Wisp): If you would fail to earn a Pretige at the end of an adventure due to failing a success condition, you may cross this boon off you chronicle to remind your superiors of your past breakthroughs and earn 1 Prestige Point as if you had been successful.
Foes of the Forge Father(6-00 Legacy of the Stonelords): +2 bonus on attack rolls made to confirm crits against humanoids with the giant, goblin or orc subtype and do additional damage equal to the weapons crit modifier. This damage is added to the final total and not multiplied by the crit.

Short Range=45'(9 sq)
Medium Range= 190'( 38sq)
Long Range= 760'(152 sq)

Ioun stone with heightened (4th) continual flame purchased.

Initiative breakdown Dex +3, Alt Racial Fleet footed +2, trait Warrior of Old+2, familiar +4, Ioun +1=total 12 IF Heightened Awareness is up then =16

Spell Combos:
Aqueas Orb + Hideous Laughter=unconscious immediately,-1 next round, dead following round

Glitterdust + Fog Cloud= Blind a target(in the cloud even if saved vs dust) that you can still see(Goz mask), all while giving cover to the group group.

Any Pit spell(2nd level+) + Silent Image or Hydraulic Push

Flaming Sphere + Pyrotechnics

History and Personality:
Sargon was a happy elven youth that laughed often, and smiled even more. He was filled with an insatiable curiosity that simply astounded others of his homeland. He just had to know everything. He asked questions of everyone, yet he seemed to understand how tedious that could be for others so he limited his questions to a mere few and he always made sure to be gracious in his inquiries. Even though he was still very young, the people of Kyonin saw something special in him, and he was quickly given over to the tutelage of the most respected academics the elven city had to offer. He took to spell casting, and all arcane studies really, with a remarkable fervor. It was often noted that he had an incredibly bright future ahead of him. That was all before his 120th year.

The morning after Sargon's 120th birthday was where things took a dangerous and unexpected turn.

He woke with a start, as if from a nightmare, confusion ruling his mind! His vision was terribly blurred and reflexively he tried rubbing his eyes, but that failed to help in the least. On the verge of panic, his thoughts were completely unfocused and seemed to collide with each other, tumbling away with wild abandon. Eventually, with great effort, he calmed the storm in his mind and he was able to focus on one single thought. He now had a second set of memories.

While he could clearly recall his own short life of 120 years, growing, loving, studying and on rare occasions even dancing among the people of Kyonin, he could also recall another life, far removed from Kyonin, and Golarion as well for that matter. This new yet strangely familar older life had experienced a grand total of nearly 400 years, much of it spent adventuring across planes. While it had clearly been a life lived by someone, he felt so strongly connected to it that he could hardly say which memories were originally his. Over the next several days he would frequently stumble over his words, especially during attempts to cast spells, and often reach for a weapon that wasn't there whenever the stress levels reached their limits.

He remembered having a sword, as well as having powerful spells at his fingertips, but he also remembered never having trained with weapons as he had been far more interested in arcane studies. He quickly withdrew into himself, and closed himself off from friends and peers, never confiding in anyone with what he was dealing with. To him, everyone was both friend and stranger all at once and he trusted no one, even himself.

Over the next year, he rarely left his home, and even then only for brief moments at a time. His family tried to look in on him, bringing him food or offering to clean up after him, but he barely spoke to them, and even then it was more often a snarl than anything meaningful or kind. He grew weak in body, and his mind threatened to break completely under the constant tug of competing memories. He turned to summoning elementals instead of talking with friends or family, for the alien natures of the elementals appealed to him more as one set of memories suggested he had been both an elemental and an elf, though he understood that was not something he was presently.

On the morning after his 121st birthday, with no word to anyone, he quietly packed only the most interesting of his belongings, his spellbooks, and set off for Absalom. Shortly after that, with the desire to make new memories instead of trying to reconcile the different paths he had previously traveled, he met and joined the Pathfinder Society. That was 4 years ago.

Upon joining the Society, Sargon set himself apart as a formidable source of strange knowledge, and quiet rebellion. He suffered no limits or shackles, seeing freedom of thought and expression as the purest actions of life. Despite his often selfish ways, something drove him to support those around him. He recalled once having friends and while he often felt beyond that, the nagging thoughts of one of his previous lives never fully let him abandon those that needed his help.

Over the course of the next few years he quickly advanced his understanding of the arcane, and consequently improved his spell casting, while mastering special quirks of magic that lead him down interesting corridors of discovery.

For the Society, he helped recover the relic known as the Horn of Aroden, only to then succeed in reclaiming the sky citadel of Jormurdun along with dozens of fellow Pathfinders. He traveled far and wide, from the Hall of the Flesh Eaters to the sandy dunes of Osirian. He survived the Siege of Serpents and navigated the society's ill fated jaunt through time in search of The Sky Key Solution. His most recent adventure found him in charge of the rescue of Sorrina Westyr, who would later become the Society's Master of Spells. Since then, Sargon has been quietly researching esoteric magical phenomena, while waiting for something else of interest to present itself.