HP 25/29 {effects: none} | AC 17 (T13 FF14) | F+4 R+6 W+6 | Init +3 | perception +0, sense motive +0
Classes/Levels
Spells:
1st: 4/6, 2nd: 4/5, 3rd: 3/3
Dailies:
10/12 Reservoir
Gender
Female sylph arcanist 6 |
About Tzefira
Female sylph Arcanist (school savant) 6
Medium outsider (native)
Init +3; Senses Perception +0, Sense Motive +0
==DEFENSE==
AC 17, touch 13, flat 14 (10 +3 dex +4 armor) {+2 vs. non-magical ranged}
hp 35 (6+5x3.5 +6 con +6 favored) Fort +4 (+2 base +1 con +1 res), Ref +6 (+2 base +3 dex +1 res), Will +6 (+5 base +0 wis +1 res)
==OFFENSE==
Spd 30 ft/x5
Melee
Dagger +2 1d4-1 19-20/x2 (S or P)
Ranged
mwk Light Crossbow +6 1d8 19-20/x2 (P) {80'}
Dagger +6 1d4-1 19-20/x2 (S or P) {10'}
==STATISTICS==
Str 8, Dex 16 (14 +2 race), Con 12 (14 -2 race), Int 20 (15 +2 race +1 level +2 enh), Wis 10, Cha 14
Base Atk +3, CMB +2, CMD +5
Feats Cloud Gazer, Extra Arcanist Exploit, Extra Reservoir
Traits Affinity for the Elements, Outlander: Lore Seeker
Languages Common, Auran, Abyssal, Aquan, Draconic, Elven, Ignan, Infernal, Thassilonian
Spell-like Abilities
At will - feather fall, levitate
Spells added to spellbook via $$: aggressive thundercloud (60 gp), dispel magic (135 gp), resist energy (60 gp)
Cash 588.59 gp
Feat descriptions:
CLOUD GAZER Your insight into your elemental heritage gives you a clarity of sight few humans possess. Prerequisite: Sylph.
Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.
EXTRA ARCANIST EXPLOIT Your repertoire of arcanist exploits expands. Prerequisite: Arcanist exploit class feature.
Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.
Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit.
EXTRA RESERVOIR Your reservoir of arcane energy is greater than others'. Prerequisite: Arcane reservoir class feature.
Benefit: You gain three more points in your arcane reservoir, and the maximum number of points in your arcane reservoir increases by that amount.
Special: You can take this feat multiple times. Its effects stack.
Trait descriptions:
AFFINITY FOR THE ELEMENTS (Religion: Hshurha)
Benefit: Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have the air/electricity, earth/acid, fire, or water/cold descriptor, depending on which elemental lord you worship. Which bonus you receive is chosen when you take the trait and may not be changed.
OUTLANDER (Campaign: any)
You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area. Lore Seeker: (ball lightning [4th], chain lightning [6th], lightning bolt [3rd]) The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You’ve come to the region to pursue that study. Benefit: You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Class Abilities:
ARCANE RESERVOIR (Su)(9/12)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
ARCANE SCHOOL (Air)
Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (Air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
The Air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the Air with ease. Air Supremacy (Su) {+3 Fly, feather fall, levitate}
You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five arcanist levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su) {1d6+3 electricity, 5', dazzle 1d4r, Ref DC 18, 8/d}
As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
School Spells
0th—message
1st—alter winds, feather fall, shocking grasp
2nd—elemental speech, elemental touch, glide, gust of wind, levitate, resist energy, summon monster II, whispering wind
3rd—cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, lightning bolt, protection from energy, wind wall
4th—ball lightning, detonate, dragon's breath, elemental body I, river of wind, shout, summon monster IV
5th—elemental body III, overland flight, planar adaptation, planar binding, lesser, suffocation, summon monster V
6th—chain lightning, elemental body III, planar binding, sirocco, summon monster VI
7th—control weather, elemental body IV, fly (mass), planar adaptation (mass), summon monster VII
8th—planar binding (greater), shout (greater), stormbolts, summon monster VIII
9th—gate, suffocation (mass), winds of vengeance
ARCANIST EXPLOITS
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Sonic Blast (Su) {3d6+2 sonic, 30', deafen, DC 15 Fort}
The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals an amount of sonic damage equal to 1d6 + the arcanist’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also deafened for 1 minute. The target can attempt a Fortitude save to halve the damage and negate the deafness.
Potent Magic (Su)
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
CONSUME SPELLS (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
SPELLBOOK
An arcanist must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level sorcerer/wizard spells (except those from her prohibited schools, if any) plus three 1st-level spells of her choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other spellbooks to her own.
WEAPON AND ARMOR PROFICIENCIES
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail.
Racial Abilities:
Favored Class Bonus: +1 hp
BREEZE-KISSED
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
DARKVISION
Sylphs can see in the dark up to 60 feet.
ENERGY RESISTANCE
Sylphs have electricity resistance 5.
WHISPERING WIND
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.
Tzefira looks to be a humanoid of statuesque beauty with snow white alabaster skin that seems to exude a refreshing coolness. The pale, nearly unnoticeable, bluish tattoos on her face and body seem to shift and change as the wind. Her long silvery hair seems to flow with an unfelt breeze which become more turbulent with her emotions. All together, with her pearly white eyes, she presents a ghostly, otherworldly quality but, even so there is a kind of playfulness in the glint of her eyes and quirk in her mouth that allows her to retain a certain allure.
Background:
Tzefira was born in a coastal community, nearby a range of cliffs split by a river above which the winds, thanks to the funneling effect of the cliff walls, had a powerful strength, limiting travel along it, but also becoming a haven for cliff-divers. Her parents met during such an activity and she was given her name as a nod to these windstreams. Tzefira was pale from the start, thought to be an albino. Perhaps it was because both her parents were facinated by the wind and air, or perhaps ancestors of one or both of them had relations with elemental beings. Either way, Tzefira was closer to the wind than other humans. It seemed to flow around her, influenced by her own emotions. A sylph, although that was something not well known or understood.
As she grew, Tzefira was drawn to the magic of the element that was in her blood, one that she was so fond of. Rather than accept its nature, however, she wanted to examine it at the base details, taking the science of arcane scholars to delve deeper into its natural might. She also followed the goddess of air elementals, Hshurha, for her primal nature. She was seeking an understanding of not just the element but of magic in general.
Her researches have brought her throughout Varisia, the open spaces and Steppes that are exposed to the elements of the sky, and the knowledge of the ancient spellcasters of Varisia's past, the lore of Thassilon. This has brought her to Magnimar to further pursue these leads.
---
During her stay in Magnimar, someone learned about Tzefira's background in ancient history and arcane knowledge. She was contacted by Haldmeer Grobaras, the lord-mayor of Magnimar, to look into the strange rune being found carved on the bodies of a variety of wealthy members of the community. It was clear in her dealing with the man that he is less concerned with solving the crime as he was with putting a stop to it before the murderer(s) decide he should be the next target. She has since been receiving orders from Justice Ironbriar in regards to the investigation, though so far none of his leads he has sent her on have provided any further clues to the investigation.
After being allowed onto the scene of a recent murder (thanks to some hard-nosed persuasion), she recognized the marking as the Sihedron Rune, a marking from ancient Thassilon that signified not only the seven virtues of rule, but also the seven schools of magic recognized by Thassilon, divination being excluded from the list. Their leaders were far from virtuous, however, and actually tended to revere the seven virtues (wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest) as their mortal sin counterparts, and were likely the origination of said list (greed, lust, pride, gluttony, envy, wrath, and sloth).
The Sihedron was certainly a symbol of power, one that may well have stood for and symbolized the empire itself. The fact that the killer carved it into the flesh of his victim might point to the fact that the murderer is some sort of scholar. Unfortunately, there are few surviving experts on this field of study, and none are present in Magnimar to your knowledge. However, Tzefira had heard of such a scholar who resides in the small coastal town of Sandpoint. In fact, there is a noble from that area who she had learned has an apartment in Magnimar by the name of Aldern Foxglove. A quick bit of research provided her with the address of the residence.