Lantern Bearer

Asarnil Veluvien*'s page

140 posts. Organized Play character for Rogar Valertis.


Full Name

Asarnil Veluvien

Race

Elf

Classes/Levels

Wizard 02 HP: 15/15 | AC:13 | T:13 | FF:10 | CMD:13 | Fort:+0 | Ref:+3 | Will:+3 | Init:+5 | Perc:+8 | Sense Motive:+0 | Force Missile 8/8

Header 02:
CORE elf wizard 2, init +5, hp 15/15, ac 15, tch 13, ff 10, cmd 14, sv 0/3/3

Gender

Male

Size

Medium

Age

37

Alignment

N

Deity

Nethys

Location

Absalom

Homepage URL

Asarnil Veluvien

Strength 10
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 10
Charisma 7

About Asarnil Veluvien*

Background:
Asarnil Veluvien was born in Kyonin from a mage and warrior at the court of Queen Telandia Edasseril. His parents quickly realized Asarnil's great magical potential and soon started schooling him into a plethora of subjects, from the arcane to the intricacies of elven heraldry while at the same time teaching him the basics of traditional elven fighting. As a result of this advanced training and having access to many resources, like the library of the royal palace Asarnil soon grew in knowledge and skill. At age 30, while being still very young in elven terms he managed to get himself recognized as a pratictioner of the arcane arts and choose to specialize in the evocation school, in his desire to become a warrior mage of note. At the same time he requested to be assigned to one of the outposts garrisoning the Tanglebriar. As with everuthing else in his life, Asarnil was expecting to have his petition accepted, and great was his shock when it was denied instead. His superiors deemed him too young to join the fight against demons, and while they considered him skilled young mage they suggested he developed more experience before trying his hand at such dangerous foes.
Asarnil's reaction to his first true disappointment was anger and then cold determination to show his obviously inadequate superiors the mistake tehy just made. 3 days after being told to get more training Asarnil left Kyonin and travelled to Absalon, the city at the center of the world. His plan was to make a name of himslef out of the elven realm and then have the same fools who rejected his gracious offer of help, beg for it instead! He knew the amount of skill and just the right way to increase his power and knowledge while becoming famous: the Pathfinder Society, he reasoned, didn't know yet how lucky they were going to be with a new operative like him...
Six years later Asarnil emerged as a pathfinder. It had taken a little longer than anticipated but his plan was right on track. All he needed now was his first official assignment

Description:
Asarnil is of average height for an elf. He wears his black hair almost at shoulder length and has a very pale complexion. His most stunning feature are probably his deep blue eyes, coldly staring at his surroundings and somehow giving the impression of not liking what they see.

Personality:
Asarnil isn't "a people's elf", quite the contrary. Being born with exceptional magical talent and surrounded by people showering him with praise has done little to make him a caring and emphatic individual. On the contrary Asarnil is very much in love with his quest for knowledge and power, and would love for his companions to just let him do his thing and solve problems. He was sent to the Society for a purpose and he intends to fulfill it, if the price to pay for that is to be surrounded by less than competent people so be it.
This is not to say Asarnil is evil, it's just that he's arrogant and self centered. Perhaps his life as a Pathfinder will help him become a better person...

PFS Info:
PFS ID: # 100733-5
Faction: Grand Lodge
Experience: 05
Fame: 10
Prestige Points: 10
Completed Scenarios: S00-01 The Silent Tide; S03-01 The Frostfur Captives; S06-97 Siege of Serpents; S05-01 The Glass River Rescue; S07-00 The Sky Key Solution;
Gold: 7841 gp

Boons:
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon of your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Conqueror of Time: Your ferocity and skill defeated the Lady Arodeth and saved the Pathinder Society, allowing Kreighton Shaine to return your companions to the present. Your martial skill attracts members of the Harbingers of Fate with passion and skill with weapons to join the Pathinder Society.
You may use this boon when making a new Pathinder Society character to grant your new character one of the following as a bonus trait: bully, child of the streets, or killer.
Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacriiced herself to save the Pathinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.

Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history.
You gain a permanent +1 bonus on Knowledge (history) checks from your irst-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to ind inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.