| Full Name |
Sinaryn Azuim |
| Race |
| HP: 20/20 | AC: 18 T: 13 FF: 15 | CMB: +1, CMD: 14 | F: +5 R: +4 W: +6 | Init: +5 | Perception: +0 (Darkvision) | Speed: 30ft (30ft Swim) | Active conditions: |
| Classes/Levels |
|
| Gender |
CG Undine Wizard 1/Magus 2 |
| Size |
62 |
| Age |
Medium | 4' 8" | 105 lbs. |
| Alignment |
CG |
| Deity |
Besmara |
| Languages |
Aquan, Common, Draconic, Elven, Tengu, Varisian |
| Occupation |
Ship Captain |
| Homepage URL |
Art Inspiration |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
19 |
| Wisdom |
10 |
| Charisma |
8 |
About Sinaryn
#54329-6 Captain Sinaryn Azuim
Female Rimesoul (Frost Undine) Magus (Myrmidarch) 2/ Wizard (Spellslinger) 1
CG Medium Outsider (Aquatic, Native)
Init: +5; Senses: Darkvision; Perception: +0
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Defense
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AC: 17, Touch: 13, Flat-Footed: 14 (+4 Armor, +3 Dex)
HP: 20 (1d6+2d8+3)
Fort: +4, Ref: +3, Will: +5
Resist: Cold 5
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Offense
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Speed: 30 ft., Swim 30 ft.
Melee: Dagger +1 (1d4/19-20)
Ranged: +1 Pistol +5 (1d8+1/×4)
Spell Like Abilities: (CL 3rd; Concentration +2)
• Chill Touch (1/Day) (DC 10)
Magus (Myrmidarch) Spells Prepared: (CL 2nd; Concentration +6)
• (0) Detect Magic
• (0) Ray of Frost
• (0) Read Magic
• (1) Color Spray (DC 15)
• (1) Snowball
Wizard (Spellslinger) Spells Prepared: (CL 1st; Concentration +5)
• (1) Heightened Awareness
• (1) Infernal Healing
Opposition Schools: Abjuration, Enchantment, Illusion, Necromancy
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Statistics
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Str: 10, Dex: 16, Con: 12, Int: 19, Wis: 10, Cha: 8
Base Atk: +1; CMB: +1; CMD: 14
Skills:
• Craft (alchemy) +10
• Knowledge (Arcana/Dungeoneering/Engineering/Geography/History/Local/Nature/Nobility/P lanes/Religion) +8
• Linguistics +8
• Spellcraft +10
• Swim +8
• Use Magic Device +3
Languages: Aquan, Common, Draconic, Elven, Tengu, Varisian
Weapons: Dagger, +1 Pistol
Armor: Mithral Shirt, Mithral Buckler
Magical Items: Belt of Incredible Dexterity +2, Cloak of Resistance +1
Gear:
• Masterwork Backpack:
Antiplague, Antitoxin
Canteen (2)
Gunsmith’s Kit
Rope (50 ft.)
Smelling Salts
Vermin Repellent
• Bandolier:
Black Powder (20)
Bullet (50)
Paper Cartridge (10)
Powder Horn
• Squall’s Purchase (Spellbook)
• Squall’s Manifest (Spellbook)
• Spring Loaded Wrist Sheath
Wand of Endure Elements
• Spring Loaded Wrist Sheath
Dagger
Wands: Wand of Endure Elements 50/50
Wallet: 992 gp, 1 sp
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Traits
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• (Social) Magical Lineage (Snowball)
• (Combat) Reactionary
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Feats
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• (Spellslinger) Exotic Weapon Proficiency (Firearms)
• (Spellslinger) Gunsmithing
• (1) Rapid Reload
• (3) Point-Blank Shot
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Magus) Abilities
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• (1) Spells and Cantrips. Modified by Myrmidarch.
• (1) Arcane Pool +1 (5/day) (Su): Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
• (1) Spell Combat (Ex): Use a weapon with one hand at -2 and cast a spell with the other.
• (2) Spellstrike (Su): Deliver touch spells as part of a melee attack.
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Archetype (Myrmidarch) Abilities
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• (Base) Diminished Spellcasting: Myrmidarchs cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
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Magus Arcana
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• (3)
• (6)
• (9)
• (12)
• (15)
• (18)
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Class (Wizard) Abilities
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• (1) Spells and Cantrips. Modified by Spellslinger.
• (1) Arcane Bond: Replaced by Spellslinger.
• (1) Arcane School: Replaced by Spellslinger.
• (1) Scribe Scroll: Replaced by Spellslinger.
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Archetype (Spellslinger) Abilities
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• (Base) Arcane Gun (One Gun)(Su):
The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.
• (Base) Gunsmith: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.
• (Base) Mage Bullets (Su):
A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
• (Base) School of the Gun: The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.
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Race (Undine) Abilities
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• Darkvision: Undines can see in the dark up to 60 feet.
• Spell-Like Ability: Modified by Rimesoul.
• Alternate Spell-Like Ability: Rimesouls gain Chill Touch as a spell-like ability.
• Energy Resistance: Undines have Cold Resistance 5.
• Water Affinity: Modified by Rimesoul.
• Ice Affinity: This racial trait functions as and can be replaced as the base undine’s water affinity, except it benefits sorcerers with the boreal bloodline and spellcasters with the Ice subdomain.
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Pathfinder Society Reputations
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• Current Fame: 8
• Liberty’s Edge: 8
• Total PP: 8
• Current PP: 6
• • Wand of Endure Elements: -2 PP
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Boons
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Assault on Absalom (Duath/GM):
• Eldritch Artillerist (Scarab Sages):
You revived an ancient guardian construct that was able to channel arcane energy in a previously unseen way—and you parse how to replicate it. You can check the box that precedes this boon when building a new character to grant that character access to the spellslinger archetype from Pathfinder RPG Ultimate Combat as if it appeared on the Additional Resources page.
Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.
Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.
Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Magical Scrivener
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Supernatural Investigator:
A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle
Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.
Pathfinder Tales: Queen of Thorns
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Practiced Artificer:
Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks
Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• Strix-Slayer:
Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
Pathfinder Tales: Nightglass
• Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
The Consortium Compact:
• Inside Knowledge:
As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
• Lord Avid’s Recommendation:
Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
The Silverhex Chronicles:
• Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet.
• Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
• Pleasure Doing Business: As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).
Assault on The Kingdom of The Impossible:
• If Zamir is coerced into joining the Pathfinder Society:
Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
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Completed Scenarios
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#7-10 The Consortium Compact
Quest: The Silverhex Chronicles
#8 Slave Pits of Absalom
#33 Assault on the Kingdom of the Impossible
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Description
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A lithe woman with curves that challenge the roaring ocean waves stands relaxed with her arms crossed. Her skin takes on a deep blue tint that looks as if it was dyed by the depths of the oceans and her wild hair falls upon her shoulders like sea serpents locked in battle. Her eyes contrast sharply like the piercing sea-tinted sunlight calling you to the surface.
Her beauty is undeniable but misleading as her gruff demeanor let's her stand as equal to any sailor or thug that frequents the dock towns. As graceful as a roiling tempest she is the chaos that you cannot escape.
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Background
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Sinaryn Azuim. Born to a Varisian Fortune teller and a marid hailing from the Plane of Water. It was through a stroke of luck and the draw of the card from her Harrow Deck that led to their meeting. It wasn't long after her birth that the Varisian wanderlust of her mother left her to be taken care of by her traveling group.
Not knowing her parents aside from a letter and her mother's harrow deck she spent her life travelling with the caravan till they happened upon a lively port town. It was there that her love and ancestral calling to the waves ignited in her.