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Pathfinder Chronicler

Savendir Inaris's page

437 posts. Alias of Celestial Healer.

Full Name

Savendir Inaris




Purist Druid 4, Heirophant 2 {HP 33/34, AC 16, Perception +13}










Common, Elven, Druidic, Sylvan

Strength 10
Dexterity 16
Constitution 11
Intelligence 12
Wisdom 19
Charisma 12

About Savendir Inaris

Savendir Inaris
Level 4 Elf Druid (Purist)
Neutral Good

AC 16 (Flat Footed 13, Touch 13)
CMB +3, CMD 16
Fort +5, Ref +5, Will +9 (+2 vs Enchantment)

Speed 30 ft, Initiative +5

HP 33 (Max 34)

Mythic Power 5 (max 7/day)

BAB +2
Concentration +8

"Daerist" +1 Scimitar: +4 to hit, 1d6+1 damage (18-20/x2)
Longbow: +6 to hit, 1d8 damage (x3)

Channel Energy: 4/day, DC 13, 2d6 (3 remaining)
Spontaneous Healing (casts cure spells at their cleric levels)

XP: 7,000

Race and Class Abilities:

Nature Sense: +2 Knowledge (Nature) and Survival
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure

Low-Light Vision
Elven Immunities: +2 saves vs Enchantment spells and effects, immune to sleep
Elvan Magic: +2 to caster level checks to overcome spell resistance, +2 Spellcraft to identify magic items
Keen Senses: +2 Perception
Weapon Familiarity

Mythic Abilities:

Mythic Power 7/day

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Mythic Spellcasting

Feats and Traits:

Augment Healing (Complete Divine 79): Heal an extra +2/spell level on Conjuration [Healing] spells.
Selective Channelling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Mythic Spell Lore

Traits: Sacred Conduit (+1 Channel DC), Focused Mind (+2 Concentration)


Acrobatics +3
Appraise +1
Bluff +1
Climb +0
Diplomacy +1
Disguise +1
Escape Artist +3
Fly +3
Handle Animal +5 [1 rank]
Heal +13 [4 ranks, Healer's Kit]
Intimidate +1
Knowledge (Nature) +10 [4 ranks, class]
Knowledge (Geography) +5 [1 rank]
Knowledge (All others) +1
Perception +13 [4 ranks, racial]
Ride +3
Sense Motive +4
Spellcraft +5 [1 rank] (+2 to identify items)
Stealth +3
Survival +13 [4 ranks, class]
Swim +4 [1 rank]


Air (Cloud): 1. Obscuring Mist, 2. Wind Wall
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
(Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.)

Spells per day:
0. Can prepare 4
1. 4+D
2. 3+D

Save DC: 14 + Spell level
Touch attacks +3, Ranged touch +6
Overcome spell resistance: +6

Mythic spells known:
Cure Moderate Wounds
Obscuring Mist
Cure Light Wounds

0. Detect Magic, Flare, Know Direction, Light
1. Obscuring Mist (D), X-Produce Flame, Aspect of the Falcon, X-Charm Animal, Speak with Animals
2. Wind Wall (D), Flaming Sphere, X-Spider Climb, Wood Shape


Leaf Armor
40 arrows
10 silver arrows

Gravewalker sandals (unintelligent undead ignore me, intelligent undead must make a DC 11 Will save or ignore me, unless I take offensive action)
Cloak of Resistance +1
+1 Scimitar "Daerist" ("Shadow Cleaver")
Wand of Cure Light Wounds (20 charges)
Pearl of Power, 1st level
Feather Token, Anchor
Unguent of Timelessness
Vial of Holy Water x4
2 Scrolls of Remove Sickness
1 Scroll of Delay Poison
1 Scroll Lesser Restoration
1 Scroll Calm Animals
1 Scroll Endure Elements

Potion: Bless weapon
Potion: Pass without trace

Healer's Kit (10 uses)
Belt pouch
Hemp Rope (50')
Rations (6 days)
Flint & Steel
Spell Component Pouch
Holly & Mistletoe

1375 gp

Group loot:

Burned letter
100 gp worth of gems
227 gp
1 Potion of Gaseous Form
1 vial of Dust of Tracelessness
1 Potion of Bull's Strength
1 Potion of Magic Fang

Savendir Inaris was raised in an elven enclave in the woodlands of Varisia. Born under an auspicious star, he was trained in the ways of the druids. Always very spiritual and introspective, he found the ways of druidic magic very intuitive, excelling particularly at the healing arts. He has a deep respect for the natural world, and sees those that would threaten or destroy it as a blight to the natural order, reserving particular venom for undead, and to a lesser extent aberrations and evil outsiders.

Despite his deep convictions, to most people he seems remarkably easygoing and good-natured. He possesses a dry wit and has an appreciation for simple pleasures and anything that he considers beautiful.

GM Only: Secret Questions:

Savendir harbors a shameful secret that he does not reveal to anyone in order to protect himself and his mother, who is dear to him. It is no secret that Savendir is only three-quarters elven, born to an elven sorceress by the name of Senara and a half-elven wizard named Bertros. Senara was always free-spirited, and often heedless of the cautions of her people, falling hopelessly in love with the shadowy Bertros. The elves never embraced Bertros, suspecting that he dabbled in areas of magic that are better avoided. Together, they had a child, Savendir, who seemed to exhibit more characteristics of his elven mother than his half-elven father.

As Bertros reached middle age, he became obsessed with his own mortality. He knew his beloved wife and son would long outlive him, and longed to share the centuries with his family. In desperation, he transformed himself into a lich.

Senara fled with her young son back to her people, telling them that Bertros had died. Seeing firsthand the vileness of dark magic, Senara gave Savendir over to the druids, to be trained in the arts of nature, purity, and life. She and Savendir are the only members of the community that know of Bertros's true fate.

That is the secret Savendir wants no one to know.

Savendir fears his own nature. If he is not vigilant, he fears he may go down the same road as his father. Thus he remains steadfast in his respect for nature and cleansing of undeath.
He also fears large mortal powers, such as armies or kings. They possess an ability to transform the landscape that his powers cannot prevent.
Like many with a love of nature, he also fears large crowds and cramped spaces.

Savendir loves simple pleasures, such as fragrant herbs (mint in particular), baked goods, and, above all, music. He is fascinated by music, never having been trained in its creation.
He loves, but also fears and respects, fey creatures. He envies their connection to the natural world.

Embarrassed by:
See his secret, above. But also, he is sometimes embarassed by his lack of understanding of certain traditional disciplines of learning. His mother shielded him from learning anything about arcane magic, and he is similarly baffled by science, technology, and mathematics, and often tries to hide his ignorance of these subjects.

His proudest personal achievement was at the beginning of his adventuring career, when he cleansed a shunned corner of the forest which was hunted by restless spirits. He successfully put them to rest, and the area, so long blighted, blooms again.
He is also proud of his mother, for the courage it took to flee his father who had turned to a dark path.

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