Nazhena Vasilliovna

Sydney Bristove's page

343 posts. Alias of Algar Lysandris.


Race

Hp 27/27 AC 17 / 17 / 10 (+3 Perc; +4 Init; Fort +5, Ref +6, Will +4)

About Sydney Bristove

Female Magus 3 / Arcanist 3
Medium Manavir Human / Humanoid (Human)
Init +4; Senses Perception +3

==DEFENSE==
AC 17, touch 17, flat-footed 10 ( +4 dex, +3 Dodge,)
hp 27 (3d8+3)
Fort +5, Ref +6, Will +4
Defensive Abilities Canny Defense (PFUC)

==OFFENSE==
Spd 30 ft/x4
Melee Bladed Scarf +7 (1d6+4) 19-20/x2 CM + 1

==STATISTICS==
Str 13, Dex 18, Con 12, Int 20, Wis 10, Cha 16

BAB +2, CMB +3, CMD +17

Concentration +8

Feats Armor Proficiency (None) (PFCR 118), Extra Arcana: Flamboyant Arcana , Rim Spell Metamagic (PFUM 155), Weapon Finesse (PFCR 136), Weapon Focus (Bladed Scarf) (PFCR 136-137), Slashing Grace (ACG)

Skills Acrobatics +7, Bluff [+disguise] +9, Craft (electronics) +10, Craft (mechanical) +10, Craft (structural) +10, Intimidate [+Diplomacy] +9, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +10, Perception +3, Stealth +7, Knowledge (Technology + UMD) +10

SU Arcane Pool [6] (PFUM 9), Spellstrike (PFUM 10), Arcane Reservoir (Arcanist) [6], Bloodline Development: Rakshasa (Silver Tongue), Familiar (Arcanist), Consume Spells

Sp Constant Detect Secret Door, Charm Person (1/day), Glibness (1/day)

Ex Trap finding

MC Diminished Spellcasting (PFUC), Magus Arcana: Arcane Accuracy (PFUM 10 - 12), Magus Spells (PFUM 9),

Traits Magical Lineage (Frostbite) (PFAPG 329), Trap Finder. (Added +1 to all 3 craft skill since they replace the disable device skill)

Heroic Distinction Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.

FCB +3/4 Magus Arcane pool, +3 skill points

Languages Common, Draconic, Orc, 4 left to choose

==Magic==
Eq'd Magic Hat of Disguise, Sleeves of Many Garments
Gear Concealing pocket (spell-books)

Gear Mercenary's kit ( a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Small Tent, thief's tool

Cash Gp: 9.5

Ex Spell Combat
Su 6/Day Arcane Pool,
Spells Magus | Arcanist (CL 3)
L0: 4/day | 4/day
L1: 4/day | 6/day
L2: 0/day | 0/day

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Daily Resources left:

Su 6/6 Arcane Pool, 5/6 Arcane Reservoir, 5/5 Silver Tongue
Sp 1/1 Charm Person, 1/1 Glibness

Spells Magus
L0: Arcane Mark, Prestidigitation, Daze, Light
L1: Shield (X2), Rimed Frost bite (X2)
L2:

Spells Arcanist
L0 (5): Detect Magic, Mending, Mage Hand, Message
L1 (3) 3/6: Mage Armor, Shocking grasp, Recharge Innate magic
L2:

Current Effect 0/10 Arcane Pool, Mage Armor

Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)

SpellBook Magus

L1: Color Spray, Corrosive Touch, Frostbite, Keep Watch, Shield, Shocking Grasp, Vanish, Blend, Mount, Magic Missile,

L2:

SpellBook Arcanist

L1: Alarm, Endure Elements, Shield, Air Bubble, Mage Armor, Mount, Comprehend Languages, See Alignment, Memory Lapse, Shocking Grasp, Blend, Recharge Innate Magic

L2:

Touch of Lys bracelet:
Though you received some minor training in their use, you only recollect a few points on the human body where the needles can be stuck. New points can be uncovered in game, either from researching in select libraries, learning from trainers, or through other means. The limitation of this item is it is only useful if you understand the anatomy of certain types of creatures. You begin with type Humanoid (Human), so you only know how to use it on humans. Every five ranks invested in a specific Knowledge Skill grants you anatomical knowledge of an additional monster type associated with that particular skill (See List Here). Since K-local only has "humanoids" listed, every 5 ranks grants you an additional subtype. This also applies to "outsiders" with a subtype. The Touch of Lys does not work on constructs or undead that do not metabolize and the needle must make contact with skin to take effect. All attacks with the Touch of Lys are Challenging Called Shots with their own effects and your INT mod is used as a bonus rather than STR. This is why they are best used in conjunction with Combat Focus stances that increase your ATK and when your target is unaware of your presence. With a successful Stealth check, enemies may not even notice the needle. Poisons can also be applied to the needles for additional effects. All DC's for the Touch of Lys are 10+1/2 lvl+INT.

Acupuncture Points Known
Degrasp: Target - enemy. Location - mid forearm. Forces the target's hand to tense and stretch itself apart, dropping whatever is in it. If the target has a locked guantlet, it is treated as if you dealt a Critical Called Shot to the hand.
Lys's Lift: Target - ally or self. Location - bottom wrist. Stabilize a dying creature. Only lasts 1d6 round, afterwards the bleeding continues unless the target was healed in within those rounds.
Dream of Lys: Target - enemy or willing subject. Location - just below the back of the skull and the top of the neck. Target is treated as if under the effects of Mad Hallucination for the duration listed or until the needle is removed. They receive a Will save to halve the duration. If you roll a nat 20, the target enters the Dream of Lys, and is considered helpless against anything in actual reality; a successful Will save reduces this to Mad Hallucination but does not reduce the duration.