Lantern Bearer

Acharn Edasseril's page

193 posts. Alias of oyzar.


Full Name

Acharn Edasseril

Race

| Active: Mage Armor

Classes/Levels

skills:
Acrobatics+7 | Climb+3 | Disable Device+10 | Escape Artist+7 | Knowledge (Arcana) +8 | Knowledge (Dungeoneering, Local, Nature, Planes, Religion, Engineering, Geography, History)+7 | Spellcraft+7| Stealth +7 | Swim+3

Gender

Male Elf Unchained Rogue 1 / Wizard (Spirit Binder) 1 | CN | Init:+7 | HP14/14 | AC:17 T:13 FF:14 CMD:13 | F:+1 R:+5 W:+4[+2 spells/SLA]| Perc:+9[10 vs traps], low-light | SM: +8| Spells: 1st: All used | Wand: 1/50

Alignment

CN

About Acharn Edasseril

---===Statistics===---:
Male Elf Unchained Rogue 1 / Wizard (Spirit Binder) |
CN Medium Humanoid (Elf)
Init +7; Senses Perception +9[10 vs traps] low-light vision
-------------------------------=DEFENSE=-------------------------------
AC: 14, Touch: 13, Flat-Footed: 11 (+1 armor, +3Dex, +0 shield,+0 NA)
HP: 14 {+1d8+1d6,+2*1Con}
Fort: +1[3], {+0Base,+1Con[+2vs spells/sla]}
Reflex: +5[7], {+2Base,+3Dex[+2vs spells/sla]}
Will: +4[6],{+2Base,+2Wis[+2vs spells/sla]}
CMD 13 {+1Base -1Str +3Dex + size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+1Base -1Str + size + misc}
Base Atk: +1;
Melee:+4{+1Base,+3Dex}
Ranged:+4{+1Base,+3Dex}

--Melee:+4
Rapier +4 1d6-1 (17-20)
Sneak Attack 1d6

--Ranged:+4
Crossbow +4 1d8 (19-20)
Snowball +4 3d6 (DC 15 Fort save or staggered)

-------------------------------=STATISTICS=-------------------------------
Str: 9, Dex: 17, Con: 12, Int: 17, Wis: 14, Cha: 9

-------------------------=Traits=----------------------
Magical Knack
Lore Seeker (Snowball, Polymorph Familiar, Battering Blast)

----------------=Race Traits=-------------------
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
--------------=Feats=-----------------
Campaign: Power Attack
Campaign: Weapon Finesse
Campaign: Deadly Aim
Campaign: Combat Expertise
Unchained Rogue: Weapon Finesse (swap for accomplished sneak attacker?)
1st: Wasp Familiar
Familiar: Alertness

-=Languages=- Common, Elven, Giant, Thassalonian, Celestial


---===Skills===---:

---------------=Adventuring Skills=- (16 points; 10 class, 6 INT)---------------
^Acrobatics*(Dex)____+7{+1rank,+3Dex,+3class}
^Bluff(Cha)____-1{+0rank,-1Cha}
^Climb*(Str)____+3{+1rank,-1Str,+3class}
^Diplomacy(Cha)____-1{+0rank,-1Cha}
^Disable Device*(Dex)____+10{+1rank,+3Dex,+3class,+1trap,+2mw}
^Disguise (Cha)____-1{+0rank,-1Cha}
^Escape Artist*(Dex)____+7{+1rank,+3Dex,+3class}
^Fly*(Dex)____+3{+0rank,+3Dex}
Heal(Wis)____+2{+0rank,+2Wis}
^Intimidate(Cha)____-1{+0rank,-1Cha}
^Knowledge (Arcana)(Int)____+8{+1rank,+3Int,+3class,+1trait}
^Knowledge (Dungeoneering)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Local)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Nature)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Planes) (Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Religion) (Int)____+7{+1rank,+3Int,+3class}
^Perception(Wis)____+9[10]{+2rank,+2Wis,+2race,+3class,+2feat,[+1vstraps]}
Ride*(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+8{+1rank,+2Wis,+3class,+2feat}
^Spellcraft(Int)____+7{+1rank,+3Int,+3class}
^Stealth*(Dex)____+7{+1rank,+3Dex,+3class}
Survival(Wis)____+2{+0rank,+2Wis}
^Swim*(Str)____+3{+1rank,-1Str,+3class}
^Use Magic Device(Cha)____-1{+0rank,-1Cha}

---------------=Background Skills=- (4 points)---------------
^Appraise(Int)____+3{+0rank,+3Int}
^Craft (Int)____+3{+0rank,+3Int}
Handle Animal (Cha)____-1{+0rank,-1Cha}
^Knowledge (Engineering)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Geography)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (History)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Nobility)(Int)____+3{+0rank,+3Int}
^Linguistics(Int)____+3{+0rank,+3Int}
^Perform(Cha)____-1{+0rank,-1Cha}
^Profession(Wis)____+2{+0rank,+2Wis}
^Sleight of Hand*(Dex)____+7{+1rank,+3Dex,+3class}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Unchained Rogue:
Sneak Attack: The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.

Wizard: Soulbound Familiar (Ex): A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit fully passed on, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar.
A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed (Favored class: ranger).
Lost Talents (Ex) A spirit binder’s soulbound familiar possesses some of the ability of the lost loved one, and it is capable of learning more. At 1st level, 5th level, and every 5 levels thereafter, the spirit binder’s familiar gains a new feat for which it meets the prerequisites.
Wizard spells: To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Void School:
0th—guidance
1st—gravity bow, keen senses, shield, true strike
2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory
3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry’s embrace*, twilight knife
4th—minor creation, moonstruck, wandering star motes
5th—fabricate, major creation, mind fog, telepathic bond, teleport
6th—dispel magic (greater), legend lore, true seeing, mage’s lucubration
7th—teleport (greater), simulacrum, vision
8th—mind blank, moment of prescience, orb of the void, whirlwind
9th—foresight, mage’s disjunction, time stop
Void Magic Add the following spells to your wizard spell list at the listed spell level:
1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.
Void Awareness (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
Reveal Weakness (Su) When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Opposition School: Wood:
0—light
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance

---===Spells===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Prepared: Guidance, Detect Magic, Acid Splash
------------------------------=1st (0/day)=------------------------------
Known(8): Shield, Snowball, Color Spray, Blend, Silent Image, Mage Armor, Enlarge Person, Reduce Person
Prepared: Shield(school), Snowball, Color Spray

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
1000 gp gear:
Haramaki (3 GP)
Spell Component Pouch (5 GP)
Ink (8 GP)
Acid Flask (10 GP)
Flint & Steel (1GP)
Waterskin (1 GP)
2Travel Rations (1 GP)
10 Wandermeal Rations (1 SP)
8 Candle (8 CP)
2 Chalk (2 CP)
Sack (1 SP)
Masterwork Thieves Tools (100 GP)
2 Copied 1st level Spells(30 GP)
Wand enlarge person (750 GP)
Scroll of Mage Armor (25 GP)
Vermin Repellent (5 GP)
Rapier (20 GP)
Light Crossbow (35 GP)
10 Crossbow bolts (1 GP)
Traveller’s Outfit
Spellbook

-=Money=- 5 GP 7 SP 0 CP


---===Spirit Familiar Wasp===---:

Familiar Wasp
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 7 (2 HD)
Fort +3, Ref +6, Will +2
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +7(+2 BAB +3 dex +2 size) (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 11, Wis 10, Cha 2
Base Atk +2; CMB +5; CMD 9 (21 vs. trip)
Feats Skill ??, ??
Racial Skill Modifiers +4 Climb, +4 Perception, +4 Stealth
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
SPECIAL ABILITIES:
Familiar
A wasp familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.


---===Background===---:

Eloping together seemed like a great idea. Acharn Edasseril was in love with Eludriella Alweryn the daughter of the general kyonin. But there was no way her father would condone the two of them being together with Acharn being a convicted criminal, even if he had already served his time for stealing a powerful spellbook from the necromancer Zary Kassai.

Acharn managed to convince Eludriella to leave with him, but not before doing a final heist. This time Zary was ready and waiting. They managed to defeat the wizard and kill him, but Eludriella was cursed and mortally wounded in the process.

Desperate for a solution, Acharn searched among the Wizard's possession and ritual to keep the soul of a dying loved one in this world. Without reading the details Acharn hurried to perform the ritual.

Unfortunately the ritual just kept the soul bound to the world, it didn't actually keep the target alive. Instead Elvuriella was turned into a wasp familiar. An animal holy to the deity they both shared, Calistria.

Acharn didn't stay in Kyonin, he was sure he would be killed if Eluvriella's dad discovered what had happened. Instead he set out wes, in search of more magical knowledge and power.

Eventually he heard a rumor about some Thassalonian ruins with hidden secrets and went to sanding to investigate.

---===Appearance and Personality===---:

Acharn is long and slender with fine features like many elves. He has pale skin and long dark hair and often bags under his eyes from spending too many hours up reading or sneaking about after dark instead of sleeping.

He's extremely curious and hungry for knowledge. He'll research or investigate new things non stop to learn more. He's loyal to his friends and companions, though at the moment he doesn't have any except his familiar.
Eyes: green
Hair: black
Skin: fair
Height: 150 lbs
Weight: 6' 6"