Lord Villastir

Athalis Faerahrn's page

109 posts. Organized Play character for Stiehle.

Full Name

Athalis Faerahrn


NG Male Elf | Magus 5 | Perception: +2, Low-Light Vision | Init: +1 | HP: 38 (of 38) | AC: 16, Touch 12, FF: 15, CMD: 18 | Speed: 30' | Fort: +6, Reflex: +4, Will: +5 | Concentration Check: +17 |


Abilities/Spells Used:
1 (of 6 Arcane Pool Points); 1st Level Spells Used: 4 (of 5); 2nd Level Spells Used: 2 (of 3)
Shocking Burst (8 rounds left)


Standing at 6'4" tall, and 135 lb., the Jinin elf is 142 years old, with dark blond hair worn long (usually tied back) and green eyes.


Clad in chain shirt armor, Athalis is armed with a nine-ring broadsword, a katana as well as two chakram. As a trained magus, he is able to wield blade and magic in tandem.

About Athalis Faerahrn

Lawful Neutral | Male | Elf
Magus 5
Pathfinder Society #260381-008
XP: 12 | Prestige: 8 | Fame: 20
Dark Archive Faction

Strength 16 [+3] Constitution 12 [+1] Dexterity 12 [+1]
Wisdom 10 [+0] Intelligence 18 [+4] Charisma 8 [-1]



Hit Points 38

Armor Class 16, Touch AC 12, Flat-Footed AC 15
(+4 Armor +1 DEX +1 Deflection)
Chain Shirt [+4 AC Bonus, +4 Max DEX bonus, -2 ACP], Ring of Protection +1

Combat Maneuver Defense 18
(10 +3 BAB +3 STR +1 DEX +1 Deflection)

AC Notes -2 AC Penalty (Armor)

Fort Save +6
(+4 Base +1 CON +1 Resistance)
Reflex Save +4
(+1 Base +1 DEX +1 Resistance +1 Trait)
Will Save +5
(+4 Base +0 WIS +1 Resistance)

Save Notes +1 to Reflex saves (Trait), +1 to all saves (Magic Cloak)



Initiative +1
(+1 DEX)

Senses Perception +2, Low-light vision

Normal Speed 30 ft.
Modified Speed 30 ft.

Base Attack Bonus +3, Melee Attack +6 (BAB + STR), Ranged Attack +4 (BAB + DEX)

Combat Maneuver Bonus +6 (BAB + STR)

Melee Weapons:
Magical +1 Adamantine Katana +8 (1d8+4, 18-20 x2, S)
-4 to Fort save for coup-de-grace, weapon cord allows retrieval if dropped with a move action

Masterwork Cold Iron Nine-Ring Broadsword +7 (1d8+3, x3, S)
Bypass DR (cold iron)

Masterwork Gauntlet +7 (1d3+3, x2, B)
Nonlethal damage, cannot be disarmed

Tonfa +6 (1d6+3, x2, Bl)
+1 shield bonus to AC when used while fighting defensively

Dagger +6 (1d4+3, 19-20 x2, S or P)

Ranged Weapons:
Cold Iron Chakram +4 (1d8+3, x2, S)
Bypass DR (cold iron), carries 2 cold iron chakram

Dagger +2 (1d4+3, 19-20 x2, S or P)

Combat Notes As a full round action, can cast a spell with free hand (with a standard action casting time) while wielding a one-handed weapon as though using two-weapon fighting, at a -2 to the attack roll (Spell Combat ability); can channel a melee touch spell in the same manner, delivering the spell as a free 'extra' attack with the weapon, with a critical hit affecting the spell as well (Spellstrike ability), +1 to attack rolls while wielding a katana (Weapon Focus feat); can use a swift action to empower weapon with magical energy for one round, doing an additional +2 to damage with each successful attack (Arcane Strike feat)


(30 Skill Points)
Armor Check Penalty (-2 [Armor])

Acrobatics -1 [+1 DEX, -2 ACP]
Appraise +4 [+4 INT]
Bluff -1 [-1 CHA]
Climb +1 [+3 STR, -2 ACP]
Diplomacy -1 [-1 CHA]
Disguise -1 [-1 CHA]
Escape Artist -1 [+1 DEX, -2 ACP]
Fly -1 [+1 DEX, -2 ACP]
Heal +0 [+0 WIS]
Intimidate -1 [-1 CHA]
Knowledge (Arcana) +12 [5 Ranks, +3 Class, +4 INT]
Knowledge (Dungeoneering) +12 [5 Ranks, +3 Class, +4 INT]
Knowledge (Planes) +12 [5 Ranks, +3 Class, +4 INT]
Linguistics +6 [2 Ranks, +4 INT]
Perception +2 [+0 WIS +2 Keen Senses]
Profession (Soldier) +10 [5 Ranks, +3 Class, +0 WIS, +2 Boon (CS #4 & #6)]
Ride -1 [+1 DEX, -2 ACP
Sense Motive +0 [+0 WIS]
Spellcraft +12 (+14 to identify magic items) [5 Ranks, +3 Class, +4 INT, +2 Racial (to identify magic items)]
Stealth -1 [+1 DEX, -2 ACP]
Survival +0 [+0 WIS]
Swim +1 [+3 STR, -2 ACP]
Use Magic Device +5 [3 Ranks, +3 Class, -1 CHA]

Languages Common, Elven, Draconic, Sylvan, Goblin, Tien, Shoanti, Osiriani



Low-Light Vision Elves can see twice as far as humans in conditions of dim light. [Racial]

Elven Immunities Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. [Racial]

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. [Racial]

Keen Senses Elves receive a +2 racial bonus on Perception skill checks. [Racial]

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. [Racial]

Favored Class [Magus] Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. 1st Level - 1 Hit Point; 2nd Level - 1 Hit Point; 3rd Level - 1 Hit Point; 4th Level - 1 Hit Point; 5th Level - 1 Hit Point [Class]

Proficiencies A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. [Class]

Spells A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for Read Magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own. A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. A magus cannot learn spells from an alchemist. [Class]

Cantrips A magus can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. [Class]

Arcane Pool (Su) [6 points] At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. [Class]

Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. [Class]

Spellstrike (Ex) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. [Class]

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. [Class]
Pool Strike (Su) [2d6] The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Spell Recall (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast. [Class]

Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. [Class]



Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. [1st Level Feat]

Exotic Weapon Proficiency (Katana) You can use this weapon one handed. [3rd Level Feat]

Weapon Focus (Katana) You gain a +1 bonus on all attack rolls you make using the selected weapon. [5th Level Feat]

Arcane Strike [+2] As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. [Bonus Feat (Magus - 5th Level)]



Deft Dodger Intense combat training as a soldier has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves. [Combat]

Focused Mind Many years of studying both the mastery of magic and martial training has encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks. [Magic]



Concentration +17
(+4 INT, +5 Level, +2 Racial, +2 Trait, +4 Feat)

0 Level Spells [4 per day, DC 14]:

Arcane Mark (Inscribes a personal rune [usually "Enemy of the Jinin", in Elvish] that may be visible or invisible to the naked eye; Standard action casting time; Touch; Permanent [or 1 month on a living target]; No save; SR-No; V,S,)

Detect Magic (Detect spells and magic items, must focus for 3 full rounds to gain maximum information on the aura - requires concentration to maintain; Standard action casting time; 60' Range [cone]; 5 minutes [C]; No save; SR-No; V,S)

Light (Cause an object to glow, shedding light in a 20-foot radius; Standard action casting time; Touch; 50 minutes; No save; SR-No; V,S,M)

Daze (This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.; Standard action casting time; Close Range; Instant; Will save negates; SR-Yes; V,S,M)

1st Level Spells [4 + 1 bonus per day, DC 15]:
Burning Hands (A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4) - flammable materials burn if the flames touch them requiring a full-round action to extinguish; Standard action casting time; 15' Range [cone]; Instant; Reflex save for half damage; SR-Yes; V,S)

Chill Touch (Touch attack [x5] channels negative energy against a living target for 1d6 damage and on a failed Fort save causes 1 point of STR damage OR causes undead to flee as if panicked (but no damage) for 1d4+1 rounds on a failed Will save; Standard action casting time; Touch; Instant; Fort save partially negates OR Will save negates; SR-Yes; V,S)

Enlarge Person (This spell causes instant growth of a humanoid creature, including equipment and weapons, doubling its height and multiplying its weight by 8 and increasing size to next larger one - target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size with a space of 10 feet and a natural reach of 10 feet though speed is unaffected; 1 Round casting time; Close range; 5 minutes; Fort save negates; SR-Yes; V,S,M)

Magic Missile (A flurry of bolts composed of magical energy [x3] darts forth from your fingertip and strikes its target [or up to five targets none of which may be more than 15' apart and ignoring all but total concealment or total cover], dealing 1d4+1 points of force damage each; Standard action casting time; Medium range; Instant; No save; SR-Yes; V,S)

Shocking Grasp (Touch attack deals 5d6 points of electricity damage per caster level (maximum 5d6), gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal); Standard action casting time; Touch; Instant; No save; SR-Yes; V,S)

2nd Level Spells [2 + 1 bonus per day, DC 16]:
Bull's Strength (This spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier; Standard action casting time; Touch; 5 Minutes; Will save negates [harmless]; SR-Yes (harmless); V,S,M)

Frigid Touch (Touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round (or 1 minute on a critical hit); Standard action casting time; Touch; Instant; No save; SR-Yes; V,S)

Glitterdust (A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell - each round at the end of their turn, blinded creatures may attempt new saving throws to end the blindness effect; Standard action casting time; Medium Range - creatures/objects in 10' radius; 5 Rounds; Will save negates [blindness only]; SR-No; V,S,M)

32 (of 100) pages used

0 Level Spells Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1st Level Spells Burning Hands, Chill Touch, Color Spray, Enlarge Person, Frostbite, Grease, Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp
2nd Level Spells Bull's Strength, Elemental Touch, Frigid Touch, Glitterdust



Explorer's Outfit [0.0 lb.]

Spell Component Pouch [2.0 lb.]

Backpack [2.0 lb.]
~Bedroll [5.0 lb.]
~Spellbook [3.0 lb.]
~2 Days of Trail Rations [2.0 lb.]
~Waterskin [4.0 lb.]
~Torch [1.0 lb.]
~2 Flasks of Oil [2.0 lb.]
~Sunrod [1.0 lb.]
~50’ Silk Rope (4 HP, DC 24 STR burst check) [5.0 lb.]
~Grappling Hook (ranged attack vs DC 5 to catch on to stable object) [4.0 lb.]
~2 Flasks of Alchemist’s Fire (Range 10’; ‘Touch’ attack for 1d6 fire damage, +1 damage to others within 5 feet of target, additional 1d6 damage on following round unless flames are extinguished with a DC 15 Reflex save using a full-round action) [2.0 lb.]
~2 Flasks of Alkalai (Range 10’; ‘Touch’ attack for 1d6 acid damage, +1 damage to others within 5 feet of target - if the target is an ooze, damage is doubled [2.0 lb.]
~Whetstone [1.0 lb.]
~Wand of Cure Light Wounds (Heals 1d8+1 damage; 44 charges) [0.0 lb.]
~Coins [2.0 lb.]

Belt Pouch [0.5 lb.]
~Flint & Steel [0.0 lb.]
~Inkpen [0.0 lb.]
~Vial of Ink [0.0 lb.]

Magical Cloak of Resistance +1 [Shoulder Slot] (This garment offers magical protection in the form of a +1 resistance bonus on all saving throws.) [1.0 lb.]

Magical Talisman of Freedom [Neck Slot - 1 (of 3)] (The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds) [0.0 lb.]

Magical Talisman of Warrior's Courage [Neck Slot - 2 (of 3)] (The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead) [0.0 lb.]

Magical Ring of Protection +1 [Ring Slot] (This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.) [0.0 lb.]

Currency 95pp, 10gp, 9sp, 7cp

Armor/Weapons Weight 35.0 lb.
Equipment/Coins Weight 39.0 lb.

Total Encumbrance 74.0 lb. (Light Load)
Light Load (77 lb maximum); Medium Load (153 lb maximum); Heavy Load (230 lb maximum); Lift Above Head (230 lb maximum); Lift Off Ground (460 lb maximum); Drag & Push (1150 lb maximum)



Athalis is a Jinin elf, born in the lands of Tian-Xia. Though he has a very strong ability in magic, the sturdy elf also showed an affinity for martial combat from a young age. Thus was Athalis taught how to blend sword and sorcery in the tradition of the magus. Unlike most elves that trained with bow and longsword, the Jinin took up the nine-ring broadsword, as well as the katana and the elegant chakram for using at range when needed.

After reaching early manhood, Athalis became a soldier of Jinin, and one of his first assignments was providing security at the Ruby Phoenix Tournament. But his patrol was slaughtered nearly to a man by agents of the Aspis Consortium and their allies, the infamous Golden League. Though their plans were eventually foiled by the Pathfinder Society, who were victorious at the Tournament, the young magus swore vengeance upon the evil-doers and left his home to join the Pathfinders, hoping that joining their ranks would allow him to sate his hatred of the villains that killed his friends and comrades.



When dealing with troglodytes, gain a +1 bonus to on attack rolls and Intimidate checks. Scenario Chronicle #6

Having beaten a notable bugbear leader, gain a +2 bonus on Intimidate checks against humanoids with the goblin subtype. Scenario Chronicle #2

Having gained the scale of the Tempest Monarch dragon imbued with the elemental energies of the Eye of Abendego, can cast Endure Elements with a caster level equal to character level on self as a standard action. 3 Uses Only! - Scenario Chronicle #3

When attempting a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a +2 bonus (equal to one-half your character level rounded down), using the reroll result even if it's lower. 1 Use Only! - Scenario Chronicle #4

When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. 1 Use Only! - Scenario Chronicle #5

When dealing with any humanoids with a reptilian subtype, gain a +2 bonus to attack rolls and Intimidate checks for 1 minute, though this will erase the permanent boon (above) granting this ability whenever dealing with troglodytes. 1 Use Only! - Scenario Chronicle #6

Infused with the magic of the elemental Plane of Water, you can receive the benefits of Touch of the Sea with a caster level of 6 as a swift action. 1 Use Only! - Scenario Chronicle #8