About Sargon GreymoreSargon Greymore
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 --------------------
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 -------------------- Special Abilities -------------------- 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. -------------------- 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)
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. |