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Aerieth Deventis's page

587 posts. Alias of Tirion Jörðhár.

Full Name

Aerieth Deventis




Rogue 2/Wizard(Air Elementalist) 3 (HP 33/33; AC 14(18 w/Mage Armor), FF 14, T 18)




M 5'10", 115 lbs






Calistria - vengeance


Westcrown, Cheliax


Common(Taldan), Elvish, Celestial, Infernal, Draconic, Sylvan



Strength 10
Dexterity 18
Constitution 10
Intelligence 20
Wisdom 12
Charisma 7

About Aerieth Deventis

+5 Initiative (+4 Dex, +1 Trait)
+4 BAB (+2 Rogue, +2 Wizard)

+4 CMB (+4 BAB, +0 Str)
+18 CMD (+4 BAB, +0 Str, +4 Dex, +10)

+9 Rapier (+4 BAB, +4 Str, +1 MW) Damage: (1d6)
+9 Longbow (+4 BAB, +4 Dex, +1 MW) Damage: (1d8) (+1 att/damage if < 30')

Current hp: 33
Max hp: 33 (+8+7+4+5+6; +3 FC; +0 Con; +0 Toughness)

AC 14 [+4 Dex, +10]
Flatfoot AC 10 [+10]
Touch AC 14 [+4 Dex]

+3 Fort (+2 base, +0 Con, +1 Cloak) (+1 Rogue, +1 Wizard)
+10 Ref (+4 base, +4 Dex, +1 Cloak, +1 Trait) (+3 Rogue, +1 Wizard)
+7/+9 Will (+5 base, +1 Wis, +1 Cloak) (+1 Rogue, +4 Wizard)(+2 racial vs enchantment/charm)
Immune to magical sleep

Current Status:

Special Abilities:

Special Abilities Available:

Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.

Magical Knack - You gain a +2 trait bonus on caster level (wizard), if not > total class levels.


Air Supremacy (Su)
--> Feather Fall on self at will
--> Levitate on self at will

Lightning Flash (Su) - 8/8

Spells Memorized:

Wizard Spells
0-Level - 4/day

  • Detect Magic
  • ^Message
  • Mage Hand
  • Prestidigitation

1st Level - 5+1/day

  • Mage Armor
  • ^Shocking Grasp
  • Disguise Self
  • Charm Person

2nd Level - 3+1/day

  • ^Levitate
  • Flaming Orb
  • Web

3rd Level - 2+1/day

  • ^

^Wizard School Spell


+11 Acrobatics (Dex +4, Ranks 4, Class Skill +3)
+9 Appraise (Int +5, Ranks 1, Class Skill +3)
+2 Bluff (Cha -2, Ranks 1, Class Skill +3)
+4 Climb (Str +0, Ranks 1, Class Skill +3)
+9 Craft(bows) (Int +5, Ranks 1, Class Skill +3)
+2 Diplomacy (Cha -2, Ranks 1, Class Skill +3)
+11/+12 Disable Device (Dex +4, Ranks 4, Class Skill +3)(+1 Traps)
-2 Disguise (Cha -2, Ranks 0, +3 Class Skill)
+11 Escape Artist (Dex +4, Ranks 4, Class Skill +3)
+10 Fly (Dex +4, Ranks 1, Class Skill +3, +2 Class)
+1 Heal (Wis +1, Ranks 0)
-2 Intimidate (Cha -2, Ranks 0, Class Skill +3)
+15 Knowledge, Arcana (Int +5, Ranks 7, Class Skill +3)
+9 Knowledge, Dungeoneering (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Engineering (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Geography (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, History (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Local (Int +5, Ranks 1, +3 Class Skill)
+12 Knowledge, Nature (Int +5, Ranks 4, +3 Class Skill)
+9 Knowledge, Nobility (Int +5, Ranks 1, Class Skill +3)
+13 Knowledge, Planes (Int +5, Ranks 5, Class Skill +3)
+13 Knowledge, Religion (Int +5, Ranks 5, Class Skill +3)
+11 Linguistics (Int +5, Ranks 3, +3 Class Skill)
+14 Perception (Wis +1, Ranks 8, Class Skill +3, +2 Race)(+1 Traps)
+2 Perform (Cha -2, Ranks 0)
+4 Ride (Dex +4, Ranks 0)
+5 Sense Motive (Wis +1, Ranks 1, Class Skill +3)
+9 Sleight of Hand (Dex +4, Ranks 2, Class Skill +3)
+15/+17 Spellcraft (Int +5, Ranks 7, Class Skill +3)(+2 race to identify magic items)
+13 Stealth (Dex +4, Ranks 6, Class Skill +3)
+1 Survival (Wis +1, Ranks 0)
+4 Swim (Str +0, Rank 1, Class Skill +3)
+2 Use Magic Device (Cha -2, Ranks 1, Class Skill +3)

Each level skill points gained 7/level for Wizard, 13/level for Rogue


• Tortured - +1 Reflex
• Magical Knack - You gain a +2 trait bonus on caster level (wizard), if not > total class levels.


  • Point Blank Shot (level 1)
  • Scribe Scroll (Wizard Bonus)
  • Precise Shot (Level 2 - Rogue Talent)
  • Weapon Finesse (level 3)
  • Spell Focus (Evocation) (Level 5)
  • Craft Wondrous Item (Wizard Level 5 bonus)
  • Arcane Armor Training (Level 7)

  • Simple Weapon Proficiency
  • Weapon Proficiency (Rogue - Hand Crossbow, Rapier, Sap, Shortsword, Shortbow)
  • Weapon Proficiency (Elf - Longbows & Shortbows (including composite), longswords, rapiers)
  • Armor Proficiency, Light


+2 to Int, +2 Dex, -2 Con

Speed: 30' Racial
Size: Medium
Sight: Low Light Vision
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Favored Class & Notes:

Favored Class: Wizard
Lvl 1 (Rogue/1-0)
Lvl 2 (Rogue/2-0)
Lvl 3 (Wizard/1-HP)
Lvl 4 (Wizard/2-HP)
Lvl 5 (Wizard/3-HP)
Lvl 6 (Wizard/4-HP)
Lvl 7 (Wizard/5-HP)
Lvl 8 (Rogue/3-0)
Str: Base 10
Dex: Base 16 +2 racial = 18
Con: Base 12 -2 racial = 10
Int: Base 16 +2 racial +2 level(4, 8) = 20
Wis: Base 12
Cha: Base 7

+1 Int @ level 4
+1 Int @ level 8

Wizard Spells:

+2 racial bonus on caster level checks made to overcome spell resistance.

0th Level --> 4
1st Level --> 5+1
2nd Level --> 3+1
3rd Level --> 2+1

--> Plus bonded item spell.


+2 racial bonus on caster level checks made to overcome spell resistance.

Arcane Bond: Ring, Masterwork

Air Elementalist - opposition school Earth

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)
You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard 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)
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.

Air Elementalist Wizard Spells

  • 0th Level - Message:
  • 1st Level - Alter Winds, Feather Fall, Shocking Grasp
  • 2nd Level - Elemental Speech, Elemental Touch, Resist Energy, Summon Monster II, Glide, Gust of Wind, Levitate, Whispering Wind:
  • 3rd Level - Draconic Reservoir, Elemental Aura, Protection From Energy, Cloak of Winds, Fly, Gaseous Form, Lightning Bolt, Wind Wall
  • 4th Level - Detonate, Dragon's Breath, Elemental Body I, Summon Monster IV, Ball Lightning, River of Wind, Shout
  • 5th Level - Elemental Body II, Planar Adaptation, Planar Binding, Lesser, Summon Monster V, Overland Flight, Suffocation
  • 6th Level - Elemental Body III, Planar Binding, Summon Monster VI, Chain Lightning, Sirocco
  • 7th Level - Elemental Body IV, Planar Adaptation, Mass, Summon Monster VII, Control Weather, Fly, Mass
  • 8th Level - Planar Binding, Greater, Summon Monster VIII, Shout, Greater, Stormbolts
  • 9th Level - GateM, Suffocation, Mass, Winds of Vengeance

Earth Elementalist Spells - Opposition School

  • 0th Level - Acid Splash
  • 1st Level - Expeditious Excavation, Grease, Stone Fist
  • 2nd Level - Acid Arrow, Create PitF, Glitterdust, Shatter, Stone Call
  • 3rd Level - Shifting Sand, Spiked Pit, Stinking Cloud
  • 4th Level - Acid PitM, Calcific Touch, Stone Shape, StoneskinM
  • 5th Level - Hungry Pit, Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone
  • 6th Level - Acid Fog, Flesh to Stone, Move Earth, Stone to Flesh, Wall of IronM
  • 7th Level - Rampart, Reverse Gravity, Statue
  • 8th Level - Iron Body, Wall of Lava
  • 9th Level - Clashing Rocks, World Wave


Spellbook #1
0 Level Spells

  • Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
  • Bleed - Cause a stabilized creature to resume dying.
  • Dancing Lights - Creates torches or other lights.
  • Daze - A single humanoid creature with 4 HD or less loses its next action.
  • Detect Magic - Detects all spells and magic items within 60 ft.
  • Detect Poison - Detects poison in one creature or small object.
  • Disrupt Undead - Deals 1d6 damage to one undead.
  • Flare - Dazzles one creature (–1 on attack rolls).
  • Ghost Sound - Figment sounds.
  • Haunted Fey Aspect - You surround yourself with disturbing illusions.
  • Jolt - Deal 1d3 electrical damage with a ranged touch attack.
  • Mage Hand - 5-pound telekinesis.
  • Mending - Makes minor repairs on an object.
  • ^Message - Whisper conversation at distance.
  • Open/Close - Opens or closes small or light things.
  • Prestidigitation - Performs minor tricks.
  • Ray of Frost - Ray deals 1d3 cold damage.
  • Read Magic - Read scrolls and spellbooks.
  • Resistance - Subject gains +1 on saving throws.
  • Spark - Ignites flammable objects.
  • Touch of Fatigue - Touch attack fatigues target.

1st Level Spells

  • Abundant Ammunition - Replaces nonmagical ammunition every round.
  • Alarm - Wards an area for 2 hours/level.
  • Burning Hands - 1d4/level fire damage (max 5d4).
  • Charm Person - Makes one person your friend.
  • Comprehend Languages - You understand all spoken and written languages.
  • Detect Charm
  • Detect Secret Doors - Reveals hidden doors within 60 ft.
  • Disguise Self - Changes your appearance.
  • Enlarge Person - Humanoid creature doubles in size.
  • ^Feather Fall - Objects or creatures fall slowly.
  • Gravity Bow - Arrows do damage as though one size category bigger.
  • Hold Portal - Holds door shut.
  • Hydraulic Push
  • Identify - Gives +10 bonus to identify magic items.
  • Infernal Healing
  • Interrogation - Target answers questions or suffers pain.
  • Mage Armor - Gives subject +4 armor bonus.
  • Magic Missile - 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Mount - Summons riding horse for 2 hours/level.
  • Prot. from Evil - +2 to AC and saves, plus additional protection against selected alignment.
  • Protection from Law
  • Shield - Invisible disc gives +4 to AC, blocks magic missiles.
  • Silent Image
  • ^Shocking Grasp - Touch delivers 1d6/level electricity damage (max 5d6).
  • Summon Monster I - Summons extraplanar creature to fight for you.
  • Touch of the Sea - Swim speed becomes 30 ft.
  • Unseen Servant
  • Vanish - As invisibility for 1 round/level (5 max).

2nd Level Spells

  • Flaming Orb
  • **Levitate
  • %%Acid Arrow
  • **Summon Monster 2
  • %%Glitterdust
  • Fog Cloud
  • Web
  • %%Stone Call
  • Blood Transcription
  • Blur
  • Command Undead
  • Skinsend

3rd Level Spells

  • Fireball
  • %%Spiked Pit
  • %%Stinking Cloud
  • **Summon Monster 3
  • Dispel Magic
  • Explosive Runes
  • Magic Circle Against Evil
  • Phantom Steed
  • Communal Darkvision
  • **Communal Resist Energy

%% - Opposition School Spells
** - Arcane School Spells


  • Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Sneak Attack - +1d6
  • Evasion - no damage on Reflex saves where 1/2 damage usually
  • Rogue Talents(Combat Trick-Point Blank Shot)

  • Equipment:

    Arms, Armor, and Clothing
    Traveler's Outfit - 5 lbs.
    Rapier, Masterwork - 2 lbs.
    Longbow, Masterwork - 3 lbs.
    40 Arrows - 6 lbs. (3 lbs/20)
    20 Arrows, Silver - 3 lbs. (3 lbs/20)


    19 lbs

    In Backpack

    Climbing Kit, 1 lbs.
    Spell Components Pouch, 2 lbs.
    Oil, Flask, 1 lbs.
    Rope, Silk 50 feet, 5 lbs.
    Flint and Steel
    10 days of trail rations, 5 lbs.
    Waterskin, 4 lbs
    Whetstone, 0 lbs

    Scroll of Mage Armor (CL3) x2
    Scroll of Mount (CL1)
    Scroll of Touch of Sea (CL2)
    Scroll of Identify (CL1) x2
    Scroll of Disguise Self (CL1)
    Scroll of Detect Secret Doors (CL1)
    Scroll of Interrogation (CL1)
    Scroll of Detect Secret Doors (CL1)
    Scroll of Hold Portal (CL1)
    Scroll of Enlarge Person(CL1)
    Scroll of Enlarge Person(CL2) x2

    Tanglefoot bag x5
    Alchemists Fire x3
    Liquid Ice x2
    Holy Water x5
    Acid x5


    Belt Pouch

    Chalk, 3 pieces p.p.
    432 g.p.
    3 s.p.
    9 c.p.

    Carrying Capacity

    Current Weight: 24 lbs

    Light Load: x < 26 lbs.
    Medium Load: 27 < x < 53 lbs.
    Heavy Load: 54 < x < 80 lbs


    You see a tall very thin, almost emaciated appearing, elvish woman. If she were in a beauty pageant, you are pretty sure that she would be picked just after last. Homely would be a polite description. With pale, almost white skin and a scar running from just below her left eye to her chin, bisected by her mouth where the scar is readily apparent on her lips. Yet, as unattractive as she appears, she moves with an almost unearthly grace and once you get past the deformity of her face, you see that her eyes are a brilliant electric blue and sparkling with intelligence.


    Born in the Barrowwoods north of Westcrown, Aerieth was never the prettiest girl in her elvish village. As with many elves, she trained long and hard at the arcane arts and archery. However, Aerieth had problems with certain minor rules, specifically the ownership of property. From a young age she would frequently find that other people's belongings had mysteriously ended up in her pockets or pouch. Or at least this is what she claimed. However, not having the most outgoing personality, she was frequently punished for the theft of whatever it was she had. Nonetheless, the elvish village allowed her to remain for many years as Aerieth's family held important positions in the arcane schools and local politics.

    However, about fifteen years ago, Aerieth's mother and father left on a trip to visit relatives in distant Kyonin. Her parents never returned and it was determined that they had been ambushed by escaped summoned monsters in the eastern part of Cheliax. Following the death of her parents, the village began to be less and less willing to overlook Aerieth's pilfering. Yet she continued to relieve people of their property and when she was caught with the ring which a village elder had given to his daughter, the village elders politely asked her to leave. Thus, after over a century living primarily among elves while studying the arcane arts and working as an apprentice to a master bowyer, Aerieth was forced to leave her home.

    Having no true plan or direction, she wandered throughout the northern portions of the Inner Sea region from Korvosa to Riddleport and across Cheliax, Andoran and even Taldan. Finally, having outlasted her wanderlust, she returned home to find that she was still not welcome back. Thus, she migrated to Westcrown where she found a place to live in a poorer part of town and once again worked as an apprentice making fine bows.

    The only thing she has to show after many years as an apprentice is a scar from her eye to chin received from a drunken sailor for whom the alcohol apparently made everything beautiful. Aerieth managed to escape the sailor, leaving him with a matching scar, but recognized that continuing to stick with her past ways, taverns and thievery, was most likely going to result in the end of her life if she were to stay in Cheliax, thus she has once again returned to her roots and begun to study the arcane arts.

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