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Tiryin Vonnarc

Axis Vannya's page

41 posts. Alias of Amaranthine Witch.

Full Name

Axis Vannya




Conjurer (teleportation) Wizard 7








Chaotic Good




Common, Infernal, Abyssal, Elven, Dwarven, Draconic, Celestial, Terran, Auran


Sage and alchemist

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

About Axis Vannya

Axis Vannya


INITIATIVE: +5 (+2 Dex, +1 competence, +2 trait)

MOVE: 30'

HIT POINTS: 44 (7d6 Wizard, +2 Con per level), Current 44
AC: 18 (+4 armor, +2 Dex, +1 natural, +1 deflection)
Flat-footed: 16
Touch: 13

SAVES: Fort: +5 Ref: +5 Will: +5

Melee Attack: +3
Ranged Attack: +5

CMB: +3
CMD: 15

Quarterstaff +3, Crit: 20(x2), Damage: 1d6
Dagger +3, Crit: 19-20(x2), Damage: 1d4

Notes: when heading into a potentially dangerous situation, he casts extended mage armor.


Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Disable Device and Sleight of Hand checks.
Spell-Like Abilities: death knell (DC 14) 1/day, ventriloquism (DC 13) at will (CL 7)
Resistance(s): cold, electricity, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.


Spell Focus (Conjuration) (1st level)
Scribe Scroll (wizard bonus feat)
Augment Summoning (3rd level)
Superior Summoning (5th level)
Craft Wondrous Item (wizard bonus feat)
Improved Familiar (7th level)


Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Reactionary: You gain a +2 trait bonus on Initiative checks.


Cantrips: Detect magic, Mage hand, Message, Prestidigitation
1st level: Charm person (DC 17), Floating disc, Grease (DC 18)*, Mage armor, Magic missile*, Obscuring mist, Summon monster I
2nd level: Glitterdust (DC 19)*, Scorching ray*, See invisibility, Spider climb, Summon monster II (2)
3rd level: Dispel magic, Fly, Aqueous Orb (DC 20), Summon monster III
4th level: Black tentacles (DC 21), Dimension door, Summon monster IV

*Cast spells


Oposing schools: illusion and necromancy

Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks
Daze: A single humanoid creature with 4 HD or less loses itsnext action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
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.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
Spark: Ignites flammable objects.

1st level:
Mage Armor: Gives subject +4 armor bonus.
Summon Monster I: Summons extraplanar creature to fight for you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Charm Person: Makes one person your friend.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Grease: Makes 10-ft. square or one object slippery.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.

2nd level:
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Summons extraplanar creature to fight for you.
Spider Climb: Grants ability to walk on walls and ceilings.
Arcane Lock: Magically locks a portal or chest.

Spells written: whispering wind, make whole, scorching ray, see invisibility, frigid touch, obscure object

3rd level:
Phantom Steed: Magic horse appears for 1 hour/level.
Summon Monster III: Summons extraplanar creature to fight for you.
Tiny Hut: Creates shelter for 10 creatures.
Fly: Subject f lies at speed of 60 ft.

Spells written: aqueous orb, shrink item, dispel magic, protection from energy, arcane sight, clairaudience/clairvoyance

4th level:
Black Tentacles: Tentacles grapple all creatures within a 20-ft. Spread.
Summon Monster IV: Summons extraplanar creature to fight for you.

Spells written: dimension door, charm monster


Arcane Bond: Familiar. Grants the feat Alertness if within reach. Grants Empathic Link: the master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Shift (Su): You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 15 feet. You can use this ability 9 times per day.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell


(2 Wizard, +5 Int, +1 Fav class = 8 per level)

Appraise +11 (2 ranks, +6 intelligence, +3 Class)*
Craft +16 (alchemy) (7 ranks, +6 intelligence, +3 Class)*
Fly +12 (7 ranks, +2 Dexterity, +3 Class)* **
Knowledge (arcane) +16 (7 ranks, +6 intelligence, +3 Class)*
Knowledge (dungeoneering) +11 (2 ranks, +6 intelligence, +3 Class)*
Knowledge (engineering) +10 (1 ranks, +6 intelligence, +3 Class)*
Knowledge (geography) +10 (1 ranks, +6 intelligence, +3 Class)*
Knowledge (history) +10 (1 ranks, +6 intelligence, +3 Class)*
Knowledge (local) +10 (1 ranks, +6 intelligence, +3 Class)*
Knowledge (nature) +12 (3 ranks, +6 intelligence, +3 Class)*
Knowledge (nobility) +10 (1 ranks, +6 intelligence, +3 Class)*
Knowledge (planes) +16 (7 ranks, +6 intelligence, +3 Class)*
Knowledge (religion) +16 (7 ranks, +6 intelligence, +3 Class)*
Linguistics +12 (3 ranks, +6 intelligence, +3 Class)*
Spellcraft +16 (7 ranks, +6 intelligence, +3 Class)*
Use magic device +12 (6 ranks, +2 Charisma, +3 Class, +1 trait)*
*class skill
**from the headband of vast intelligence


Light Load: 33 lbs. or less
Medium Load: 34 - 66 lbs.
Heavy Load: 67 - 100 lbs.

Explorer's outfit (with cloak of resistance) 8 lbs.
Wooden holy simbol of Freya -
Amulet of natural armor -
Signet ring -
Ring of protection -
Lesser metamagic rod of extend 5 lb.
Headband of vast intelligence 1 lb.
Ioun stone -
Pearl of power 1st level -
Belt pouch 1/2 lbs.
Spell component pouch 2 lbs.
Scrollcase 1/2 lbs.
Handy haversack 5 lbs.
3 pieces of chalk -
Quarterstaff 4 lbs.
Dagger 1 lb.

Total Weight: 27 lbs. (Light Load)

in the scrollcase: scrolls of frigid touch, scorching ray, see invisibility and mage armor

in the handy haversack (101 lbs.):
spellbook (92 pages full) 3 lbs.
spellbook (blank) 3 lbs.
bedroll 5 lbs.
blanket 3 lbs.
ink -
inkpen -
map case 1/2 lbs.
small steel mirror 1/2 lbs.
parchment 20 sheets -
5 days worth of trail rations 5 lbs.
50 ft of silk rope 5 lbs.
waterskin 4 lbs.
saw 2 lbs.
sack (2) 1 lbs.
shovel 8 lbs.
portable ram 20 lbs.
portable alchemist's lab 25 lbs.
artisan's outfit 4 lbs.
courtier's outfit 6 lbs.
60 gp in jewelery
scholars outfit 6 lbs.
1st level scrolls
mage armor (4)
unseen servant (3)
protection from evil (3)
2nd level scrolls
make whole (2)
whispering wind
frigid touch (2)
scorching ray
obscure object
see invisibility
spider climb (2)
3rd level scrolls
phantom steed
shrink item


Born to Melissa Darkwood, priestess of Freya and the young half-elven mage Roderik Vannya, Axis was raised on the temple of the godess in Starhaven, a great trading city at the edge of the Great Plains. He had a good childhood in the temple, becoming an acolyte and started learning magic from his father, until his tiefling heritage manifested in his teens. His mother rejected him and cast him off the temple. His father, on the other hand, took him to the ancestral elven stronghold of Greenlight, where he aprenticed under his father's teacher, the elven archmage Kiran. His father and Kiran treated him well, but the other elves where rude if not downright malicious, so he abandoned his teacher's tower in Greenlight and started adventuring. With other adventurers he slew the Wolf Lord, revealed the Magister of Navaas as the seven stabs killer, took a phoenix egg back to it's mother and he alone defeated the imp witch Taxarl in an arcane duel, rescuing in the process the azata Cernan, who in thanks acceeded to become his familiar.


Axis looks like a tall and slim half-elf, with little black horns curving backwards from his forehead. His skin has the paleness of death, and his hair is a pearly white-silver. His eyes are completely black, and when angered they glow like burning coal. He doesn't wear much jewelery: a delicate white gold and platinum circlet with saphires of clearly elven craftsmanship, a simple silver and pearl earring, the signet ring of the Vannya family and a silver ring with a row of small diamonds. He always has the ebon holy simbol of Freya his long dead mother gave him when he was little as a necklace, alongside a carved medallion of blessed mahogany. On the road he wears his sturdy traveling clothes but otherwise he clothes himself like a sage, although he much preferes the elegant elvencrafted court finery of pure white and silver. His familiar Cernan is never far from him, usually sitting on his shoulder, perching on his head or resting in his backpack. Cernan has dark skin, bright green hair in a ponytail, solid golden eyes and wings resembling those of a queen alexandra's birdwing. He wears a short linen tunic and white leather pants.





CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, lowlight vision; Perception +9
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 22 (3d10+3)
Fort +3, Ref +7, Will +8
Defensive Abilities improved evasion; DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +9 (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)
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Appraise +4, Bluff +11, Craft (alchemy) +12, Diplomacy +11, Fly +26, Knowledge (arcane) +9, Knowledge (dungeoneering) +4, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +5, Knowledge (nobility) +3, Knowledge (planes) +12, Knowledge (religion) +9, Linguistiscs +5, Perception +9, Perform (sing) +11, Perform (string) +11, Spellcraft +12, Stealth +18, Use magic device +11
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.


Bracers of armor +2 4000
Headband of vast intelligence +2 4000
Campfire bead 720
Ring of protection +1 2000
cloak of protection +1 1000
amulet of natural armor 2000
handy haversack 2000
cracked dusty rose prism ioun stone 500
spells written 5650

1st level scrolls
mage armor (4)
unseen servant (3)
protection from evil (3)
2nd level scrolls
make whole (2)
whispering wind
frigid touch (2)
scorching ray
obscure object
see invisibility
spider climb (2)
3rd level scrolls
phantom steed
shrink item
scrolls 1250

spell component pouch 5
wooden holy simbol of Freya 1
scrollcase (frigid touch, scorching ray, see invisibility, mage armor) 1
belt pouch 1
3 pieces of chalk 0.03
signet ring 5
in the handy haversack (85 lb)
spellbook 15 (92 pages full)
spellbook 15 (blank)
bedroll 0.1
blanket 0.5
ink 8
inkpen 0.1
map case 1
small steel mirror 10
parchment 20 sheets 4
5 days worth of trail rations 2.5
50 ft of silk rope 10
waterskin 1
saw 4
sack (2) 0.2
shovel 2
portable ram 10
portable alchemist's lab 75
Artisan's outfit 1
Courtier's outfit 30
60 gp in jewelery
Scholars outfit 5
Dagger 2

mundane items 269.43

TOTAL: 23389.43 gp

left 110.57 gp (9 pp 17 gp 33 sp 27 cp)


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