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Sheyln (Symbol)

Aurelian Fache's page

90 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Aurelian Fache

Race

Human

Classes/Levels

Wizard 9

Gender

Male

Size

M (6'3", 205 lbs.)

Age

31

Alignment

CG

Deity

Shelyn

Location

Dustpawn

Languages

Galtan Common, Elven, Dwarven, Draconic, Giant, Celestial, Aklo, Auran, Ignan

Strength 10
Dexterity 14
Constitution 14
Intelligence 22
Wisdom 8
Charisma 12

About Aurelian Fache

[dice=Perception]1d20+5[/dice]
[dice=Concentration]1d20+[/dice]

[ spoiler=Quick stats]
AC 17, touch 13, flat-footed 15
Fort +7, Ref +7, Will +7
CMD 17
HP 67/67

Effects:
[/spoiler]

Favored Class: Wizard

Hit Points: 67
[dice=Initiative]1d20+2[/dice] (+2 Dex)
Speed: 30 feet
XP:

Attacks:

BAB: +4
Melee: +4
Ranged: +6
CMB: +4

Dagger:
[dice=Dagger]1d20+4[/dice]
[dice=Damage]1d4[/dice]
Critical: 19-20/x2; Range: 10 ft.; Type: P or S

Wand of Scorching Ray:
[dice=Wand of scorching ray (ranged touch)]1d20+6[/dice]
[dice=Damage]4d6[/dice]
Critical: 20; Range: 50 ft. max; no save; SR yes

Defense:

AC: 17 (+4 armor, +2 Dex, +1 deflection)
Touch: 13
Flat-footed: 15
CMD: 17
Armor:
+2 mithril bucker

Fortitude save: 7 (3 base, 2 Con, 2 resistance)
[dice=Fort save]1d20+5[/dice]
Reflex save: 7 (3 base, 2 Dex, 2 resistance)
[dice=Reflex save]1d20+5[/dice]
Will save: 7 (6 base, -1 Wis, 2 resistance)
[dice=Will save]1d20+5[/dice]

Class abilities:

Arcane bond: Familiar (Lyrakien azata)

The enchanter uses magic to control and manipulate the minds of his victims.

Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.

Opposition schools: Illusion, Necromancy

Feats and traits:

1st: Combat Casting
Human: Improved Initiative
Familiar: Alertness
Wizard: Scribe Scroll
3rd: Spell Focus (Enchantment)
5th: Spell Penetration
5th (bonus): Extend Spell
7th: Improved Familiar (Lyrakien azata)
9th: Quicken Spell

Traits:
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Magical Lineage (xxx): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Skills:

Skill points/level: 8 (2 + 5 Int +1 human)

Appraise (2 ranks, 3 class skill, 5 Int)
[dice=Appraise]1d20+10[/dice]

Escape Artist (9 ranks, 2 Dex)
[dice=Escape Artist]1d20+11[/dice]

Fly (9 ranks via headband, 3 class skill, 2 Dex)
[dice=Fly]1d20+14[/dice]

Knowledge (arcana) (9 ranks, 3 class skill, 5 Int)
[dice=Knowledge (arcana)]1d20+17[/dice]

Knowledge (dungeoneering) (5 ranks, 3 class skill, 5 Int)
[dice=Knowledge (dungeoneering)]1d20+13[/dice]

Knowledge (engineering) (1 rank, 3 class skill, 5 Int)
[dice=Knowledge (engineering)]1d20+9[/dice]

Knowledge (geography) (1 rank, 3 class skill, 5 Int)
[dice=Knowledge (geography)]1d20+9[/dice]

Knowledge (history) (2 ranks, 3 class skill, 5 Int)
[dice=Knowledge (history)]1d20+10[/dice]

Knowledge (local) (2 ranks, 3 class skill, 5 Int)
[dice=Knowledge (local)]1d20+10[/dice]

Knowledge (nature) (2 ranks, 3 class skill, 5 Int)
[dice=Knowledge (nature)]1d20+10[/dice]

Knowledge (nobility) (1 rank, 3 class skill, 5 Int)
[dice=Knowledge (nobility)]1d20+9[/dice]

Knowledge (planes) (5 ranks, 3 class skill, 5 Int)
[dice=Knowledge (planes)]1d20+13[/dice]

Knowledge (religion) (1 rank, 3 class skill, 5 Int)
[dice=Knowledge (religion)]1d20+4[/dice]

Linguistics (5 ranks, 3 class skill, 5 Int)
[dice=Linguistics]1d20+13[/dice]

Perception (9 ranks, -1 Wis, +2 familiar)
[dice=Perception]1d20+10[/dice]

Spellcraft (9 ranks, 3 class skill, 5 Int)
[dice=Spellcraft]1d20+17[/dice]

Stealth (9 ranks, 2 Dex)
[dice=Spellcraft]1d20+11[/dice]

Use Magic Device (9 ranks via headband, 1 Cha)
[dice=Use Magic Device]1d20+10[/dice]

Spells:

[dice=Concentration check]1d20+[/dice]

DC=16+spell level

Prepared
0 (4): Acid splash, detect magic, open-close, prestidigitation
1st (6+1): Snapdragon fireworks (2), protection from evil, unseen servant, mount, grease, +charm person
2nd (5+1): Create pit (2), glitterdust, resist energy, hideous laughter, +hideous laughter
3rd (4+1): Dispel magic, mad monkeys, haste, fly, +suggestion
4th (3+1): Dimension door, telekinetic charge, stone shape, +confusion
5th (2+1): Break enchantment, communal stone skin, +dominate person

Spellbook
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Message, Open-Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark
1 (9): Protection from Evil, Grease, Mage Armor, Mount, Unseen Servant, Anticipate Peril, Comprehend Languages, Charm Person, Moment of Greatness, Hydraulic Push, Magic Missile, Feather Fall, Snapdragon Fireworks
2 (4): Resist Energy, Create Pit, Glitterdust, Stone Call, Web, Hideous Laughter, Touch of Idiocy, Rope Trick
3 (4): Dispel Magic, Mad Monkeys, Sleet Storm, Deep Slumber, Heroism, Suggestion, Fly, Haste, Slow
4 (4): Dimensional Anchor, Dimension Door, Confusion, Resilient Sphere, Telekinetic Charge, Wall of Ice, Stone Shape
5 (2): Break Enchantment, Communal Stone Skin, Cloudkill, Teleport, Telepathic Link, Dominate Person, Feeblemind

Gear:

Magic items
+2 mithril buckler (5,005)
Ring of Protection +1 (2,000)
Cloak of Resistance +2 (4,000)
Headband of Vast Intelligence +4 (8,000)
3 poltergeist knots (1,950)

RODS
Lesser metamagic rod of extend (3,000)

WANDS
Wand of blur, 25 charges (2,250 gp)
Wand of CLW, 50 charges (750 gp)
Wand of scorching ray, 50 charges (4,500)

Combat gear
Dagger, 2

Scrolls
1st: Protection from Evil, Mount, Unseen Servant, Comprehend Languages
2nd: Resist Energy, Create Pit, Glitterdust, Rope Trick
3rd: Dispel Magic, Suggestion, Fly, Haste, Slow
4th: Dimensional Anchor, Resilient Sphere, Stone Shape
5th: Break Enchantment, Cloudkill, Teleport, Telepathic Link, Dominate Person

Non-combat gear
Backpack (2 gp, 2 lbs.)
- Bedroll (1 sp, 5 lbs.)
- Waterskin (1 gp, 4 lbs.)
- Daily clothes, courtier's outfit (30 gp, 4 lbs.) and jewelry (100 gp)
- Spellbook, 2 (30 gp)
- Antitoxin (50 gp)

Spell Component Pouch (5 gp)
2 Belt pouches (2 gp, 1 lb.)
- 3 sunrods (6 gp, 3 lbs.)
- earplugs (3 cp)

Light combat-trained horse, riding saddle, saddlebags (124 gp)

4,197 gp

Racial traits:

+2 to One Ability Score: Applied to Intelligence.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.

Background:

Familiar:

Spren
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

Defense
AC 21, touch 16, flat-footed 17 (+4 Dex, +5, natural, +2 size)
hp 33 (1/2 master's total); 9 HD
Fort +4, Ref +7 (improved evasion), Will +9
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

Offense
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +3 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast

Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

Statistics
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +4; CMB +5; CMD 12

Feats Agile Maneuvers, Improved Initiative

Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18, Use Magic Device +14

Languages Celestial, Draconic, Infernal; truespeech
SQ traveler's friend

Special Abilities
Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler's Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance—doing so removes the effects of exhaustion and fatigue from the listener.

Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic.

Lyrakien are light-hearted creatures, but they are very protective of breathtaking natural locations. Often called “glistenwings” by gnomes and halflings, lyrakien are frequently mistaken for fey—while they are generally friendly with true fey, their origin is the plane of Elysium. Like other azatas, they grow restless if they stay in one place too long. A chaotic good 7th-level spellcaster can gain a lyrakien as a familiar if she has the Improved Familiar feat.


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