Elvish Fighter

Zienvus Logolum's page

121 posts. Alias of djdust.


Race

M Elf Wizard 10 | Perc +16 (+2 init) | HP 96/96 | AC 27 | F +18 R +19 W +19 | Spell DC 28 | FP 3/3 | HP 1/3

About Zienvus Logolum

Born over a hundred years ago in the mist-veiled Elven capital of Iadara, Zienvus was raised among the deep-rooted arcane traditions of his people. However, at a formative age, he was sent off to study at the Academy of Scribes in human Osirion. Although he excelled at his studies and later earned a professorship, he yearned for his homeland. And so, when he took a field trip to visit a recently unearthed aiudara in the desert, he became entranced when the gate offered him visions of belonging, images of his home amongst friends and family. He stepped through only to emerge back in the desert sands three months later. After the Missing Moment, he became lost and bewildered, abandoning his post at the Temple of Nethys, only to return home an outcast. He was banned from viewing the Sovyrian Stone in attempts to understand what had happened to him, and why a piece of him seemed missing. Further dejected, he wandered north into the River Kingdoms, searching for more elf gates to study, when he met with Dr. Ritalson, who recruited him with similar goals and objectives.

A tall elf with (for an elf) wild, unkempt silver hair, kept in check with a purple turban, wearing glasses, a golden cape, carrying a staff, and having the air of an academic about him, steps forwards.

Zienvus Logolum
Ancestry Elf (Ancient)
Background Sense of Belonging
Class Ars Grammatica Wizard
Alignment NG
Deity Nethys
Perception +16= +4 Wis +12 Prof(t)
Languages Aklo, Common, Draconic, Dwarven, Elvish, Sylvan, Gnomish, Osiriani
Hero Points 1/3

-Defense-

HP 96
AC 27=10 +4 dex +12 Prof(t) +1 Item
Fort +18= +3 Con +14 Prof(e) +1 Item
Ref +19= +4 Dex +14 Prof(e) +1 Item
Wis +19= +4 Wis +14 Prof(e) +1 Item

-Offense-

Speed 30ft
Melee Dagger +16= +4 Dex +12 Prof(t), 1d4 P, Versatile S, Agile, Finesse, Thrown 10ft
Librarian Staff +12= +12 Prof(t), 1d4 B, Monk, Two-Hand d8
Spell Attack +18= +4 Int +14 Prof(e)
Class DC 28= 10 +4 Int +14 Prof(e)

-Abilities-

Strength +0
Dexterity +4
Constitution +3
Intelligence +4
Wisdom +4
Charisma +2

-Skills-

Acrobatics +16= +4 Dex +12 Prof(t)
Arcana +21= +4 Int +16 Prof(m) +1 Item
Athletics +0= +0 Str
Crafting +4= +4 Int
Deception +14= +2 Cha +12 Prof (t)
Diplomacy +14=+2 Cha +12 Prof(t)
Intimidation +2= +2 Cha
Lore: Academia +20= +4 Int +16 Prof(m)
Lore: Elf +20= +4 Int +16 Prof(m)
Lore: Scouting +16= +4 Int +12 Prof(t)
Medicine +16= +4 Wis +12 Prof(t)
Nature +16= +4 Wis +12 Prof(t)
Occultism +22= +4 Int +16 Prof(m) +2 Item
Performance +2= +2 Cha
Religion +4= +4 Wis
Society +16= +4 Int +12 Prof(t)
Stealth +16= +4 Dex +12 Prof(t)
Survival +16= +4 Wis +12 Prof(t)
Thievery +16= +4 Dex +12 Prof(t)

-Spells-

Focus Pool 3

Focus Spells
◆Protective Wards
Uncommon, Aura, Focus, Manipulate, Wizard
DC 25= 10 +4 Int +11 Prof(e)
Area: 5-foot emanation centered on you
Duration: sustained up to 1 minute
You expand a ring of glyphs that shields your allies. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet.

◆◆Daze (Amped)
Cantrip, Enchantment, Mental, Nonlethal
Somatic, Verbal
Range: 120ft; Targets: 1 creature
Saving Throw: Will; Duration: 1 round
You can daze from a great distance. The range increases to 120 feet. Your daze also gains the following amp.

Amp: Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 2d10. If the target fails its Will save, until the end of its next turn, it gains weakness 2 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 4 (in addition to the target being stunned 1). The weakness applies before daze deals damage.
Amp: Heightened (+2) The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.

◆◆Forbidden Thought
Uncommon, Cantrip, Enchantment, Mental, Psychic
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw: Will
You place a psychic lock in a foe's mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as “Breath Weapon” against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 6d6 mental damage (with a basic Will save). The target is then temporarily immune for 1 minute.
Heightened (+1) The damage increases by 1d6.
Amp Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also stunned 1.

Innate Spells
◆◆Prestidigitation
◆Guidance
◆◆Detect Magic (Heightened 4th)

Wizard Spells
DC 28= +4 Int +14 Prof(e)
SA +18

Spellbook
Cantrips Heightened 4
◆◆Electric Arc [X]
◆◆Frostbite []
◆◆Light [X]
◆Message (C) [X]
◆◆Phase Bolt [X]
◆Shield [X]
◆◆Sigil (C) []
◆◆Telekinetic Hand []
◆◆Telekinetic Projectile [X]
◆Time Sense [X]
◆◆Void Warp []
◆◆Warp Step [X]

Rank 1
◆◆Agitate []
◆◆Befuddle [X]
◆◆Command (C) [X]
◆◆Dizzying Colors []
◆-◆◆◆Force Barrage [X] (H+4)
↺Gentle Landing [X]
◆◆Mystic Armor [X]
◆◆Runic Weapon (C) []
◆◆Sleep []

Rank 2
◆◆Dispel Magic (C) [X]
◆◆Heat Metal [X] (H+1)
◆◆Invisibility [X]
◆◆Mirror Image [X]
◆◆Revealing Light [X]
◆-◆◆◆Scorching Ray [X] (H+2)

Rank 3
◆◆Enthrall (C) [X]
◆◆Haste []
◆◆Mind Reading []
◆◆Paralyze []
◆◆Slow [X] [X]

Rank 4
◆◆Confusion []
◆◆Dispelling Globe (C) [X]
◆◆Fly [X]
◆◆Resilient Sphere [X]
◆◆Suggestion []

Rank 5
◆◆Flame Dancer [X]
◆◆Forceful Hand [X]
Prying Eye []
Shadow Walk []
◆◆Truespeech [X]

-Feats-

Aftermath Feats
↺Eerie Flicker Rare, Conjuration, Deviant, Magical, Wraith Classification
Trigger A enemy's Strike would hit you and you weren't already concealed, hidden, or undetected by that enemy.
Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you.

Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorter-lived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.
Traits

Archetype Feats
Psychic Dedication Archetype, Dedication, Multiclass

You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.

Special You can't select another dedication feat until you have gained two other feats from the psychic archetype.

Psi Development
Feat 6
Archetype
Archetype Psychic
Class Psychic
Prerequisites Psychic Dedication
You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1.

Elf Feats
Elven Lore Elf
You've studied traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for Elf Lore.

Unwavering Mien
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.

General Feats
Incredible Initiative General
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Skill Feats
Additional Lore (Academia), (Elven) General Skill
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Arcane Sense General, Skill
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.

Forager General, Skill
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.

Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.

Multilingual General, Skill
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Oddity Identification
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.

↺Recognize Spell General, Secret, Skill
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.

Calm and Centered
Feat 8
Uncommon General Skill

Prerequisites master in Occultism
Your occult connection to the world helps you deal with being frightened or stupefied. When your frightened or stupefied condition values would decrease, decrease the value by 2.

Wizard Feats
Cantrip Expansion Wizard
A greater understanding of your magic broadens your range of simple spells. You can prepare two additional cantrips each day.

Familiar Wizard
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.

Knowledge is Power Magus, Wizard
Your academic knowledge about a creature allows you to subtly alter your magic to defeat them. When you critically succeed at a Recall Knowledge check about a creature, you can invoke your knowledge to make the creature take a –1 circumstance penalty to either AC and saves against the next attack you make against it, or the next spell you cast that it needs to defend against. The creature takes the same penalty to its attack or DC the next time it attacks against you or causes you to attempt a save against one of its effects.

If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after 1 minute.

◆Reach Spell Concentrate, Spellshape, Wizard
You can extend your spells’ range. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Steady Spellcasting Wizard
You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

◆Widen Spell Concentrate, Spellshape, Wizard
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

-Specials-
Arcane Bond
You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Arcane School
Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.

You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.

School of Ars Grammatica
Runes and wards, numbers and letters—they underpin all magic, making them the logical subject for a wizard who studies fundamental forces. Perhaps you studied at the Pathfinder Society's School of Spells or a similar institution, but whether you're lacing your words with magic to compel others, casting wards around your workshop, or destabilizing the very structure of an opponent's spells, you know this unassuming school carries elegant power.

Arcane Thesis
During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”

Experimental Shapeshifting
Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects.
You gain one 1st-level spellshape wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a spellshape wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Archetype Conscious Mind: The Silent Whisper
Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.

Standard Cantrip: Daze (Amped)

ou can daze from a great distance. The range increases to 120 feet. Your daze also gains the following amp.

Amp Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being stunned 1). The weakness applies before daze deals damage.
Amp Heightened (+2) The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.

Archetype Psychic Casting Ability
Intelligence

◇Drain Bonded Item Arcane, Wizard
Frequency once per day
Requirements Your bonded item is on your person.
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

Expert Spellcaster
Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Heritage: Ancient Elf
In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

Low-Light Vision
A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Reflex Expertise
You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.

Spellbook
Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory.

The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list (page 304) or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).

Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).

Wizard Spellcasting
Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook, as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school (page 196). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

-Gear-
Backpack (Bag of Holding Type 1, Bedroll, Chalk(10), Flint and Steel, Rations (2), Rope, Soap, Torch, Waterskin, Writing Set)
Cape of Illumination (Lesser)
Uncommon, Evocation, Invested, Light, Magical
worn cloak
This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean.

Activate ◆◆ command, Interact; Effect The cape glows with the effects of 1st-level light. You can Activate the cape again to Dismiss the effect.

Activate ◆◆ envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save.

Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.
Conundrum Spectacles
Uncommon, Divination, Invested, Magical
worn eyepiece
These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing.

Activate [one-action] Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour.
Librarian Staff
Divination, Extradimensional, Magical, Staff
4 Charges
A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.

Activate [three-actions] command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list:
Cantrip: approximate, read aura
1st: pocket library, quick sort, share lore
2nd: comprehend language, timely tutor
Scrolls Stored in Staff: 1x Alarm, 1x Animate Rope, 1x Helpful Steps, 1x Know Location, 1x Mindlink
Mage’s Hat
Arcane, Invested
This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate cantrip.
Pendant of the Occult
This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.
Material Component Pouch
Spellbook

-Familiar
Anaxagoras
Black-billed Magpie
N, Tiny, Minion, Familiar
Perception +11, Low-Light Vision;
Languages understands Elven
Skills Acrobatics +11, Stealth +11, all other +7
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0

AC 22; Fort +11, Ref +14, Will +14
HP 35

Speed 25 ft, Fly
Flier Gains a fly speed of 25 ft
Snoop gains 1 reaction at every turn, can only use to Aid on Diplomacy checks to Gather Information. It automatically succeeds or automatically critically succeeds if you are a master in that skill.

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction