About Axis Vannya
INITIATIVE: +5 (+2 Dex, +1 competence, +2 trait)
HIT POINTS: 44 (7d6 Wizard, +2 Con per level), Current 44
SAVES: Fort: +5 Ref: +5 Will: +5
BASE ATTACK BONUS: +3
Quarterstaff +3, Crit: 20(x2), Damage: 1d6
Notes: when heading into a potentially dangerous situation, he casts extended mage armor.
Senses: darkvision (60 feet.)
Spell Focus (Conjuration) (1st level)
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Cantrips: Detect magic, Mage hand, Message, Prestidigitation
Oposing schools: illusion and necromancy
Spells written: whispering wind, make whole, scorching ray, see invisibility, frigid touch, obscure object
Spells written: aqueous orb, shrink item, dispel magic, protection from energy, arcane sight, clairaudience/clairvoyance
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.
(2 Wizard, +5 Int, +1 Fav class = 8 per level)
Appraise +11 (2 ranks, +6 intelligence, +3 Class)*
Light Load: 33 lbs. or less
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.):
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
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.
USE OF STARTING WEALTH:
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
spell component pouch 5
mundane items 269.43
TOTAL: 23389.43 gp
left 110.57 gp (9 pp 17 gp 33 sp 27 cp)