Aravashnial

Avasir's page

303 posts. Organized Play character for PaleDim.


Full Name

Avasir Farisen

Race

| HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light

Classes/Levels

| Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Gender

Male Elf Wizard 2

About Avasir

Avasir Farisen

Male elf wizard 2
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6, Sense Motive +4

PFS Summary:

XP: 5
Fame: 10
Prestige Awarded: 10
Prestige Spent: 4

Chronicles and PP spends
GM Doom 'n Gloom's Gameday VI Master of the Fallen Fortress CORE +1 XP, +2 PA
Confirmation Standard +1 XP, +2 PA
GM Batpony PFS [9-04] Unseen Inclusion +1 XP, +2 PA
Wand of Cure Light Wounds -2pp
GM Ietsuna's 4-07 Severing Ties (Standard) +1 XP, +2 PA
Wand of Mage Armor -2pp
#9-10: Signs in Senghor (Standard) +1 XP, +2 PA

Boons:

[ ][ ][ ] Student of the Twelve Rites You have recovered several of the tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder for too long, but you can tap into it briefly to learn Shinri’s abilities.

You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before this boon to retrain one of your feats into one of Shinri’s feats using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following feats takes 2 days, rather than
5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis StyleUC, Mantis WisdomUC, Sorcerous StrikeUC, Stunning Fist, or Weapon Focus. Feats with the superscript “UC” are from Pathfinder RPG Ultimate Combat. If you are a spontaneous spellcaster, you can check a box before this boon to retrain one of your spells known into one of Shinri’s spells using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following spells takes 1 day per spell level rather than 2: dispel magic, feather fall, levitate, mirror image, or spider climb.

Alternatively, you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level, you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you may check all three boxes to cast dispel magic.

Nemesis of the Aspis You are an expert at sabotaging the Aspis Consortium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Haunt Specialist You gain a +2 bonus on all saving throws to resist effects created by a haunt. You also gain a +2 bonus on skill checks made to notice a haunt and on initiative checks made to act in the surprise round when a haunt manifests. You may cross this boon off your Chronicle sheet to reroll such an initiative check, saving throw, or skill check with an additional +2 bonus.

Explore, Report, Cooperate (The Confirmation) You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off the Chronicle sheet.

Friend of Janira Gavix (The Confirmation) The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Defense:

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (2d6)

Fort +0, Ref +3, Will +3; +2 vs. enchantment spells and effects

Elven immunities immune to magic sleep effects

Offense:

Speed 30 ft.
Melee Masterwork cold iron longsword +2 (1d8 slashing, cold iron, 19-20/x2)
Ranged Crossbow, light +4 (1d8 piercing, cold iron, 19–20/×2, 80')
or Masterwork cold iron longsword, hand of the apprentice +6 (1d8 slashing, cold iron, 19–20/x2, 30')
Elven Magic +2 caster check vs. spell resistance
Spells prepared (CL 2; concentration +6)
1st (3/day): burning hands (DC 16), burning hands (DC 16), burning hands (DC 16)
0th (4/day): daze, detect magic, disrupt undead, light

Statistics:

Str 10, Dex 16, Con 10, Int 19, Wis 10, Cha 10

Base Atk +1; CMB +1; CMD 14

Feats Alertness, Spell Focus (evocation)
Traits Dangerously Curious, Scholar of the Great Beyond

Skills
Acrobatics +3
Appraise +4
Bluff +0
Climb +0
Craft (any) +4
Diplomacy +0
Disguise +0
Escape Artist +3
Fly +3
Heal +0
Intimidate +0
Knowledge (arcana) +9
Knowledge (history) +10
Knowledge (planes) +10
Perception +6
Perform (any) +0
Ride +3
Sense Motive +4
Spellcraft +9 (+2 to identify the properties of magic items)
Stealth +3
Survival +0
Swim +0
Use Magic Device +6

Languages Common, Elven, Celestial, Draconic, Gnome, Sylvan

SQ Arcane Bond - Bonded Object (cold iron longsword), Arcane School (universal), Hand of the Apprentice (su) 7/day

Gear:

wand of cure light wounds (46)
wand of mage armor (48)

spellbook, spell component pouch, backpack, bedroll, flint and steel, trail rations (per day) (2), waterskin, masterwork cold iron longsword (bonded object), light crossbow, cold iron crossbow bolts (21), wayfinder

505 GP
9 SP

Spellbook:

2nd--fire breath, flaming sphere, gust of wind, scorching ray, shatter

1st--air bubble, alarm, burning hands, cause fear, charm person, chill touch, color spray, corrosive touch, ear-piercing scream, flare burst, floating disc, gentle breeze, grease, hold portal, hydraulic push, identify, mage armor, magic missile, mount, obscuring mist, protection from evil, ray of enfeeblement, shield, shock shield, shocking grasp, silent image, stunning barrier, summon monster I, thunderstomp, touch of combustion, true strike, unseen servant, vanish, wave shield

0th--acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue

Appearance and personality:

Avasir is tall and lean, with long silver unkempt hair and green eyes. He likes solving problems but can become intensely obsessed with solving one.

He's not very forward with new people and tends to stay at the edge observing the crowd, at least in the beginning. Having spent a good portion of his time in arcane training he hasn't had a lot of opportunity to be drawn out.

Perhaps his coming adventures will help him figure out who else he can be for others, besides a reticent student of magic.

Background:

- Interested in all paths that lead to furthering arcane knowledge (arcane school, fey heritage, the planes).
- As such he's thrown himself into his studies and tends to be a bit reticent and less assertive around others.
- During his studies he crossed a line and betrayed a dear friend, to the scorn of his colleagues.
- So he decided to make a fresh start and head out into the world.
- His advisor suggested he checkout the Pathfinder Society.