Alain

Andrezi Revani's page

50 posts. Alias of DeviousDevious.


Full Name

Andrezi Revani

Race

Human

Classes/Levels

Gestalt Vigilante 7 // Vizier 7

Gender

Male

Size

Med

Age

25

Alignment

NG

Deity

Nethys

Location

Magnimar

Languages

Common, Varisian, Draconic, Celestial, Infernal, Abyssal

Occupation

Jeweler

Homepage URL

GOOGLE DOC

Strength 10
Dexterity 12
Constitution 20
Intelligence 20
Wisdom 14
Charisma 10

About Andrezi Revani

Andrezi Revani, aka Tempest
NG/CG Male Human (Varisian)
Vigilante 7 // Vizier 7 [Gestalt]
Mythic Champion Tier: 2
Nethys
Init +3; Low-Light Vision; Darkvision 60', Perception +17
Favored Class: Vigilante
FC bonus:+1 hp/lvl (vigor)
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Defense
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Defense 13; (10: +1 Dex, +1 Attunement, +1 Deflection)
DR 8/Armor (+6 Armor, +1 Attunement, +1)
Critical Def Bonus +10 (8 DR, + 1 Dex, +1 Deflection)
Vigor: 71/71 (8 + 6d8+6[fcb]+20[essence] + 5*2[champions tiers])
Wound Points: 54/54 (CON x 2 + 7[toughness] +7 [mythic toughness])
Wound Threshold: 20

Fort +10; Ref +7; Will +8

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Talents
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Social:

Renown,
Safehouse
Feign Innocence
Quick Change

Vigilante:
Shadow's Sight
Shadow's Speed
Sure-Footed

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Veilweaving:

A vizier's primary ability is shaping the magical essence known as akasha into powerful veils, which are drawn from the vizier veil list. The vizier knows and can shape any veil from this list; however he cannot shape a veil whose alignment opposes his own. The DC for a saving throw against a veil's abilities is 10 + the number of points of essence invested in the veil + his Intelligence modifier. He can only shape a certain number of veils per day (see veilweaving table below). The vizier gains access to a unique veil slot: the ring slot. Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena.

At 1st level he also gains access to a personal pool of essence, which can be invested into veils to increase their power. The amount of available essence is listed in the table below; the vizier's character level determines the maximum quantity of essence he can invest in any single veil or other receptacle. As a swift action, the vizier can reallocate his essence investments into his veils every round. A vizier must have at least 8 hours rest or meditation to achieve a clear and focused state, and must meditate for one hour to shape his veils for the day. During this time he unshapes any previously formed veils and constructs the ones chosen. At the end of the hour, all effects of unshaped veils end and the effects of all newly formed veils take effect.


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Veils:5 -- Essence: 10 -- Maximum Essence per Receptacle: 3
Available Binds: Hands, Feet, Head

Current Veils/Receptacles:
Hands: *Storm Gauntlets* (1 essence points)
Feet: *Polar Snowshoes* (2 essence points)
Head: *Stare of the Ghaele* (2 essence points)
Wrists: Ditchdigger's Armlets (1 essence points)
Ring:
Shoulder: Gorget of the Wyrm (Fire) (4 essence points) [Enhanced Capacity]
Neck:
Belt:
Chest:
Body:
Veilbound Resilience:

*Veil* = Bound
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Mythic Abilities
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General:
Hard to Kill
Amazing Initiative
Surge (1d6)
Mythic Power 7/7

Champion's Strike:
Fleet Charge

Path Abilities:
Lesson Learned
Imprinting Hand

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Offense
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Speed:
50ft

Melee:

Storm Gauntlets | Standard Action | Touch | +7 to hit for 1 electric, 1 sonic, 1 cold damage.
-For each point of essence invested in this ability, increase the electric, sonic, and cold damage by one step each on the following scale: 1 > 1d3 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8.
-Max Essence in this Veil: 3

Masterwork Scythe | vs Defense | +8/+3 to hit for 1d8+1/x4

Ranged:

Storm Gauntlets | Standard Action | Ranged Touch | +8 to hit for 1 electric, 1 sonic, 1 cold damage.
-For each point of essence invested in this ability, increase the electric, sonic, and cold damage by one step each on the following scale: 1 > 1d3 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8.
-Max Essence in this Veil: 3

Area Attacks:

Gorget of the Wyrm | Standard Action | 15' cone or 30' line | 1d4 energy damage | Reflex DC: 10 + INTmod + Essence Points invested, for half damage
-Choose energy type when shaping veils for the day, or veilshifting.
-For each point of essence invested in this veil, increase the breath weapon's damage by one step on the following scale: 1d4 > 1d6 > 3d6 > 5d6 > 7d6 > 9d6 > 11d6 > 13d6 > 15d6.
-Max Essence in this Veil: 4

Ditchdigger's Armlets | Full Round Action | 10' x 10' area | 1d6 bludgeoning damage | Reflex DC: 10 + INTmod + Essence Points invested, for half damage
-Recharge time of 1d4 rounds before being able to use this power again.
-For each point of essence invested in this veil, increase the bludgeoning damage by 1d6.
-Max Essence in this Veil: 3

Auras/Gaze Attacks:

Polar Snowshoes | Passive Aura: Activate with Standard Action, Suppress with Free Action | 10' radius | 1d4 cold damage | Fort DC: 10 + INTmod + Essence Points invested, for half damage
-For each point of essence invested in this veil, increase the cold damage by 1d4.
-Max Essence in this Veil: 3

Stare of the Ghaele | Passive Gaze and/or Standard Action: Activate/Deactivate as a Standard Action| 30' range | Will DC: 10 + INTmod + Essence Points invested
-Failed Save Effect: Shaken for 1d6+1 rounds, or Staggered for 1d6+1 rounds, if bound.
-Once a creature has failed a save against this ability, it can not be affected again for 24 hours.
-For every 2 points of essence invested in this veil, increase the DC by 1.
-Max Essence in this Veil: 3

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Automatic Bonus Prog
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Level: 7

Resistance +1
Armor attunement +1, weapon attunement +1
Deflection +1
Mental prowess +2 (INT)
Physical prowess +2 (CON)

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Statistics
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Str 10 Dex 12 Con 20 Int 20 Wis 14 Cha 10
Base Atk +7; CMB +7; CMD 18

Feats: Veilbound Resilience, Extra Essence, Enhanced Capacity, Essence of the Immortal, Toughness, Mythic Toughness

Traits: Keep of the Veil; Arcane Depth (Kn Arcana)

Adventuring Skills: 84 ranks (12/level)

Acrobatics +15 (+7 ranks, +1 Dex, +3 Class, +5 Boots of Striding and Springing, -1 ACP)
Bluff +11 (+7 ranks, +0 Cha, +3 Class, +1 trait)
Diplomacy +10 (+7 ranks, +0 Cha, +3 Class)
Disable Device +10 (+7 ranks, +1 Dex, +3 Class, -1 ACP)
Disguise +11 (+7 ranks, +0 Cha, +3 Class, +1 trait)
Escape Artist +7 (+4 ranks, +1 Dex, +3 Class, -1 ACP)
Intimidate +10 (+3 ranks, +0 Cha, +3 Class, +4 Renown)
Knowledge Arcana +17 (+7 ranks, +5 Int, +3 Class, +2 trait)
Knowledge Local +15 (+7 ranks, +5 Int, +3 Class)
Perception +17 (+7 ranks, +2 Wis, +3 Class, +5 Eyes of the Eagle)
Sense Motive +12 (+7 ranks, +2 Wis, +3 Class)
Stealth +10 (+7 ranks, +1 Dex, +3 Class, -1 ACP)
Spellcraft +15 (+7 ranks, +5 Int, +3 Class)

Background Skills: 14 ranks
Knowledge Dungeoneering +9 (+1 rank, +5 Int, +3 class)
Knowledge History +10 (+2 ranks, +5 Int, +3 Class)
Knowledge Nobility +10 (+2 ranks, +5 Int, +3 Class)
Appraise +10 (+2 ranks, +5 Int, +3 Class)
Craft (Jewelry) +15 (+7 ranks, +5 Int, +3 Class)

Languages: Common, Varisian, Draconic, Celestial, Infernal, Abyssal

SQ: Veilshifting 2x per day, Aura of Subjugation, Dual Identity, Seamless Guise

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Equipment & Money
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Gold on Hand:
76 gp

Gear:
Mithral Breastplate (4200)
Heavyload Belt (2000)
Aegis of Recovery (1500)
Eyes of the Eagle (2500)
Boots of Striding and Springing (5500)
Handy Haversack (2000)
Traveler's Any-Tool (250)
Masterwork Scythe (318)
Masterwork Cold-Iron Dagger (304)
Masterwork Silversheen Dagger (752)

Consumables:
4 Potion of CLW (200)
Feather Token, Tree (400)

Carrying Capacity:
Current Load:

Light: 99 lbs. or less
Med: 100–198 lbs.
Heavy: 199–300 lbs

Background:

Andrezi spent his early days as a typical Varisian youth, traveling the roads between settlements with his family's caravan. As he grew into an adult however, he began manifesting a strange, rare form of magic. Andrezi sought guidance from many sages in his travels, but none recognized his talents. Seeking further counsel, Andrezi left his family and made a pilgrimage to Absalom to seek the advice of the priests and mages of Nethys. After all, who better to ask about rare magics?

Andrezi found a home among the mages of Nethys, the oldest of whom recognized his Akashic gifts. After a number of years of intensive training and research, Andrezi all but exhausted the resources of the temple in Absalom, and had learned much. In search of more knowledge, he set out to return to Varisia, seeking an ancient and long-forgotten temple thought to hold a rare tome discussing advanced veilweaving techniques. Andrezi sought this tome, and after much adventure and effort he found it, buried deep in one of the many long forgotten caverns under the city of Magnimar. Unable to risk moving the document, and unwilling to encourage others to search for it by acknowledging its existence, Andrezi instead chose to stay in Magnimar and study from his text there instead. Quietly, he purchased the building above the secret cavern's main entrance and established himself as a local artisan. Someday he'll return to Absalom and the Temple of Nethys having mastered Akasha, or so he hopes, but until then, he plans on making the most of his new home-- and that starts at ridding it of the filth that seem to have taken over.

Appearance:

Andrezi stands 5' 7" tall, his lithe body carrying itself with a confidence and power that betrays his small frame. Shoulder-length brown hair frames a face set with a pair of blue-green eyes that seem to sparkle, as if they know a secret, or maybe nothing at all. To the untrained eye, and even most trained ones, the man is completely unprotected. He wears a simple set of well-maintained clothes, carries no weapons and wears no armor, yet he appears confident enough to be travel alone through the Shadow District.

As Tempest, Andrezi slinks through the shadows obfuscated by his a hooded and tasseled dark cloak. All-but imperceptible magical constructs surround his hands and whatever other parts of his body suit him most at the time. Few are every blessed with the opportunity to witness it, but those rare lucky observers who have seen him in action report that his magic seems to manifest from thin air, all at once, and in myriad, unfamiliar ways. He's been said to throw storms, breathe the elements like a dragon, and sunder the earth itself. As yet, no one has been able to learn much about Tempest, and as the facts intermingle with the ever-growing urban legends, it gets less and less likely that anyone ever will.

M.O.:

"And that's the problem with adventurers," Andrezi thought, as he stood in the doorway of his shop and watched the guards marching down the street. Following closely behind were 2 downtrodden adventurers carrying what Andrezi assumed was the third of their party-- most likely dead. Two more guards took up the rear as the group was escorted by. Everyone capable of helping demands such a high price, and everyone else just gets themselves killed. He let out a sigh that was just below audible, then put on a happy face. Appearances needed to be maintained. He turned around popped back into the shop, where a few potential customers browsed his shelves.

Later that night, long after the clientele had departed, Andrezi donned Tempest's hood and cloak. Keeping to the shadows, he retraced the route he'd watched the guards take earlier that day, ending at a boarded up, run-down house. Easily jumping over the chained gate, he found a window in the rear and entered the building.

When the guards returned in the morning to follow up their report, they found the entire place a shambles. Tied to the front gate were all 8 of the cultists the adventurers had described, and 4 more. Some were just starting to regain consciousness. Many had suffered serious burns. In the building, and all through no fewer than 3 sub-basements, scorch marks lines the walls-- some in big patches, but many finely concentrated areas. Fire and lightning. Rubble littered the floors, and not a window was left in the place. Tempest had visited; there was no doubt.

Position in Magnimar:

As Andrezi:
Andrezi has set up shop in Magnimar as a jeweler. He dabbles in buying oddities and rare goods as well, which often enough leads adventurers towards his shop, both looking for information about goods, and those looking to buy and sell. His work is good, and some of the more progressive and fashion-forward nobles are starting to commission pieces, though many of the older members of the nobility find his penchant for interacting with the common folks a bit off-putting. Andrezi has started making house-calls to nobles interested in commissioning pieces rather than requiring them to visit the shop, and sometimes even stops by only to show off rarities that he knows his better customers might be interested in.

As Tempest:
Tempest is very clearly frustrated in the lack of the city's leadership to address the problems in the Underbridge. Nothing frustrates him more than the Lord-Mayor and the Council of Usher's very clear reluctance to address the issues of safety and poverty in the Shadow District. Thinking about the king's ransoms held in reserve for roving bands of adventurers makes him sick. If we're aware of the problem, why no address them ourselves?! Hire more guards! Train them better! Equip them, and not with rusty implements 3 generations old! Everyone loved the handsome adventuring parties who, rarely, succeeded in toppling some low level or middling cult leader, or gang member, but no one really ever solved the problem. They just came through, chopped one head off the hydra, wallowed in their reward, and moved on. Meanwhile the another head grows back, and nothing improves for the people in Underbridge. And say nothing for the untold 'unsuccessful' adventuring parties. No one EVER talked about them...

Misc:

Tempest rarely equips himself the same way twice, making his war against the shady side of Magnimar all the more difficult for his enemies. Some times he'll throw fire, sometimes ice, or electricity. He's been said to stop men in their tracks with a stare, to fly, and to meld into the shadows themselves. Almost always though, he throws the fury of the storm at his enemies, which ultimately led to the public naming him Tempest. Feeding into this persona, he's started leaving a whirlpol sketched into the walls or floors when he can, to reinforce the publics image of him. Any fear he can inspire in enemies can only help his cause, he figures.

Andrezi/Tempest want to clean up Magnimar, and he/they intend to do it the direct way. I see this as sort of the "1 man vs the city" style gang war. If there were a number of corrupt government officials at the top tolerating or facilitating some of the dirtier elements in the city, I wouldn't be surprised or disappointed.

Mythic Origin:
Andrezi shimmied down the rope into the darkness, a single pillar of light beaming down from above. It had taken him weeks to construct this shortcut into the cave, bypassing the myriad traps, false passages, and pitfalls from the original entrance. Now that he had an easy-- or easier anyway-- way out, he was ready to try and open the book. His training at the Temple of Nethys had made him aware of the danger of some tomes like this, but something called to him. He hadn't come this far to back down.

As he dropped the last few feet onto the hard suface of the cave, Andrezi moved cautiously and deliberately towards the end of long rectangular platform. At the end, an extension continued. He was particularly careful not to fall off the ledge as both sides of the narrow walkway fed into a dark pit of unknown depth. Whatever was down there, Andrezi didn't care to find out. None of his lighting, even the magical objects he'd acquired, could pierce it, and nothing seemed to hit the bottom. At least it didn't make a noise if it did.

The real prize though, was the tome at the end of the precipice. As Andrezi reached the pedestal it sat on, he shivered a bit, even though he wasn't cold. He anxiously laid a hand on the cover of the book, expecting something to happen. He was afraid, excited, and calm all at once. Nothing immediately happened, though he did feel a slight 'pull' coming from the book. Not a physical thing, but a need, like it was asking for something. Reflexively, Andrezi filled it with magic, like he would any Akashic construct. And it took all he had to offer, all of his Essence at once, more than he'd ever been able to store in any construct of his own making.

The book flew open, pages ruffling in a wind that only affected the book itself, and light flooded the cave. Andrezi looked up, and noticed light started to pour out of his own eyes too. Suddenly, he felt energy come flooding back into him from the book, filling his reservoirs, then stretching them further, leaving them larger then every before. After a few seconds, the light waned, and Andrezi started leafing through the book, no longer worried. He felt strong, confident, and right. Very, very right.