Elf

Ayse's page

19 posts. Alias of Viscount K.


Full Name

Aysalith "Ayse" Iandain

Race

Elf

Classes/Levels

Arcanist/Pathfinder Delver (1)

Gender

Male

Size

Medium

Age

151

Alignment

NG

Languages

Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan, Aboleth

Strength 10
Dexterity 13
Constitution 10
Intelligence 22
Wisdom 10
Charisma 16

About Ayse

Pathfinder Delver gestalt class

Saves
Fort: 0 = 0(Class) + 0(Con)
Ref: 3 = 2(Class) + 1(Dex)
Will: 2 = 2(Class) + 0(Wis)

HP: 8/8

BAB: +0
CMB: +0
CMD: 11

Background/Personality:
To the right sort of mind, the world is little more than a puzzle to be solved. Aysalith was always one of these, poking and prodding at the endless mysteries around him in an attempt to unravel their secrets. To his parents, this was...disconcerting. Traditionalist wizards of the highest order, they expected their talented son to follow in their footsteps and taught him accordingly, drilling respect for the way their people had used magic since time immemorial. He took to these lessons easily, but always had to take things one step further, peeking behind the curtain at the how of it all.

Naturally, this drove his parents to distraction, but they did their best to guide his inquisitive nature. The last straw came when the young elf's experimentations accidentally unraveled one of his father's enchantments, undoing years of careful experimentation. They turned to the only resource they could think of - the Arcanamirum Academy. Here, unsurprisingly, young Aysalith thrived. Not even a century of age yet, he might have been considered an unprecedented prodigy were it not for the admittance the same year of another young elf only a year his junior - Llevyn Dawnsea.

Llevyn was a source of unending frustration for Aysalith. His ridiculous habit of referring to magic as a "spectrum" was clearly mad; magic wasn't an array of colors, it was a series of formulae,
meticulously built from the ground up. Somehow, though, Dawnsea's insane theories somehow seemed to work for him at least as often as Aysalith's own painstaking approach, and to his great consternation, the masters seemed to think that their wildly different approaches to their studies would make them excellent partners. Even more infuriatingly, they were right - Aysalith's understanding of the foundations and underpinnings of magic complemented Llevyn's intuitive leaps and immediate understanding such that together, the two of them reached new levels of knowledge faster than they ever could have alone. Ultimately, they found themselves in a grudging sort of friendship, each driving the other to greater feats. Eventually, they were even the cause of each other's nicknames; Aysalith's continual mockery of Llevyn's colorful theories of magic earned him the flamboyant title of "Spectrum", where Llevyn's jabs at Aysalith's meticulous approach ended up getting his name shortened to "Ayse" (or "Ace", if you asked their human friends).

In the fullness of time, Aysalith graduated the Academy (after Spectrum, to his never-ending irritation) and went off into the world. The Academy had been good to him, but the mysteries it offered were beginning to grow stale, and it was time to find something new. He wandered the world for a time, exploring whatever came his way; trying his hand at unfamiliar professions for a time, or pausing to peruse whatever libraries he found on his way. Ultimately, though, he found one mystery greater than any other; the great expanse of Golarion's past. There were so many questions to be answered about their world, answers that could only be found through exploration and discovery of the ancient secrets; archaeology, in other words.

Determined to further his growing expertise, Ayse headed for the only people in the world who made a concerted effort at picking apart the old mysteries; the Pathfinder Society. Over the course of his efforts to join that illustrious organization, he caught the attention of the eccentric Kreighton Shaine. Something in Ayse's meticulous, inquisitive way of approaching magic and the world in general appealed to the Master of Scrolls, and Ayse quickly found himself as the absent-minded Master's apprentice. Naturally, when the expedition to Azlant became a priority for the Society, Venture-Captain Shaine put forth his assistant's name, and Ayse jumped at the chance to observe the wonders of ancient Azlant up close. They were still looking for another member, however - the Society's masters thought their group didn't yet have the full spectrum of abilities they'd need. Ayse sighed. "I might know someone."

Description:

Skills:
Total Points: 16 = 1 (lvl) x (16 = 8 class + 5 Int + 2 BG + 1 FC)
Acrobatics: 1 = 0(rank) + (Class) +1(Dex)
Appraise: 5 = 0(rank) + (Class) +5(Int)
Bluff: 2 = 0(rank) + (Class) +2(Cha)
Climb: 0 = 0(rank) + (Class) +0(Str)
Diplomacy: 2 = 0(rank) + (Class) +2(Cha)
Disable Device: 6 = 1(rank) +3(Class) +1(Dex) +1(PFD)
Disguise: 1 = 0(rank) +/(Class) +1(Dex)
Escape Artist: 1 = 0(rank) + (Class) +1(Dex)
Intimidate: 2 = 0(rank) +/(Class) +2(Cha)
Knowledge (Arcana): 12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Dungeoneering):12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Engineering): 12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Geography): 13 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard) +1(Trait)
*Knowledge (History): 15 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard) +3(Ioun)
Knowledge (Local): 12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Nature): 12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Nobility): 8 = 0(rank) + (Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Planes): 12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Knowledge (Religion): 12 = 1(rank) +3(Class) +5(Int) +2(Feat) +1(Bard)
Linguistics: 9 = 1(rank) +3(Class) +5(Int)
Perception: 7 = 1(rank) +3(Class) +0(Wis) +2(Elf) +1(PFD)
Perform: = 0(rank) +/(Class) +2(Cha)
Profession (Archaeologist):6 = 1(rank) +3(Class) +0(Wis) +2(Feat)
Ride: 1 = 0(rank) +/(Class) +1(Dex)
Sense Motive: = 0(rank) + (Class) +0(Wis)
Sleight of Hand: = 0(rank) + (Class) +1(Dex)
Spellcraft: 9 = 1(rank) +3(Class) +5(Int)
Stealth: = 0(rank) + (Class) +1(Dex)
Survival: 5 = 1(rank) +3(Class) +0(Wis) +1(Trait)
Swim: 4 = 1(rank) +3(Class) +0(Str)
Use Magic Device: 8 = 1(rank) +3(Class) +2(Cha) +2(Trait)

Feats:
Level 1: Breadth of Experience. Having walked the world for over a century, Ays has had the opportunity to research every academic field and tinker with the basics of nearly any profession imaginable. He believes strongly in the necessity of a wide foundation as the beginning of any true education.

Wishlist
Level 3: Craft Wondrous Item.
Dispel Focus
Greater Dispel Focus
Scribe Scroll
Cosmopolitan (Bluff and Diplomacy)
Extra Reservoir
Extra Arcanist Exploit

Elf 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.

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

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

Traits/Drawbacks:

  • Campaign Trait: Expert Explorer. Choose one Knowledge skill {Geography} when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you.
  • Gifted Adept (Dispel Magic): Pick a spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
  • Pathfinder Society Scion (Kreighton Shane): Venture-Captain Kreighton Shaine holds the title of Master of Scrolls within Absalom's Pathfinder Society. Kreighton Shaine is considered strange and absent-minded to his Pathfinder peers, but his abilities in solving puzzles and codes more than make up for his eccentricities.
    Benefit – Use Magic Device is a Class Skill for you and you gain a +2 Legacy Bonus to that Skill.
    Shaine’s Wayfinder: Scarlet and Blue Sphere (Ioun Stone) - '+2 Int & +3 Know HX, Pink and Green Sphere (Ioun Stone) - '+2 Charisma.
  • Spell Duel Prodigy: You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell.

    Drawback

  • Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
  • Class features:

    Arcane Reservoir: Max 4, starts each day with 4/4

    Exploits
    Level 1: Quick Study
    Wishlist
    Level 3: Potent Magic
    Level 5: Counterspell
    See Magic
    Greater: Greater Counterspell
    Greater: Counter Drain
    Spell Disruption, as a preq for
    Greater: Greater Spell Disruption, as a prereq for
    Greater: Siphon Spell
    Spell Tinkerer, as a prereq for
    Greater: Spell Thief
    Familiar, something with a + to Will save

    Equipment:

    Weapon:
    Weapon 2:
    Shield:
    Armor:
    Wrists:
    Belt:
    Feet:
    Neck:
    Chest:
    Head:
    Headband:
    Shoulders:
    Ring 1:
    Ring 2:
    Gear: Scholar's Outfit (6 lbs)
    Spellbook
    Backpack (2 gp, 2 lbs)
    Dagger (2 gp, 1 lb)
    ~Inkpen x10 (1 gp)
    ~Ink (8 gp)
    ~Chalk, x10 (1 sp)
    ~Chalkboard (1 gp, 2 lbs)
    ~Scrivener's Kit (2 gp, 1 lb)
    ~Bedroll (1 sp, 5 lbs)
    ~Hammock (1 sp, 3 lbs)
    Spell component pouch (5 gp, 2 lbs)
    Belt pouch (1 gp, 1/2 lb)
    ~2 gp, 8 sp

    Wishlist
    Eyeglasses (5 gp)
    2 Spellbooks (30 gp, 6 lbs)
    Parchment, 50 sheets (10 gp)
    Good Invisible Ink (25 gp)
    Book of Puzzles (50 gp, 1 lb)
    Charcoal, x10 (5 gp)
    Wax key blank (30 gp, 1 lb)
    Signet Ring (5 gp)

    Orange Prism Ioun stone 30,000 gp
    Otherworldly kimono 67,000 gp
    Runestone of Power (any/all levels)
    Handy Haversack, 2000 gp
    ~1st-level Scrolls: One of each.
    ~2nd-level Scrolls: See Invisibility, Resist Energy, Invisibility, Blood Transcription, Mirror Image, Create Treasure Map, Knock, Arcane Lock, Spider Climb, Rope Trick (1500 gp total)
    Bookplate of recall
    Bookmark of deception
    Blessed Book
    Book Thief's Satchel

    Arcanist Spells Known:
    All cantrips known (28 pages)
    1st-level: 3 + 5(Starting Int) + (Bought) = 8
    1) Mage Armor, 2) Magic Missile, 3) Feather Fall, 4) Keep Watch, 5) Color Spray, 6) Sleep, 7) Air Bubble, 8) Silent Image, 9) Grease,
    10) Glue Seal, 11) Shield, 12) Charm Person

    Arcanist Spells Wishlist:

    Linked Legacy
    Secluded Grimoire
    Stumble Gap
    Greater Peacebond

    Arcanist Spells Prepared:

    Cantrips - 4 prepared per day.
    1)Prestidigitation, 2) Detect Magic, 3) Read Magic, 4) Mage Hand

    1st level spells: 2 prepared per day. Cast: 0/4
    1)Mage Armor, 2) Sleep

    Opening the Box:

    Ayse turned the box over in his hands one more time, his eyes narrowed in concentration. It was a simple thing, a cube of smooth wood a foot across, carved with rustic scenes from children's stories. Venture-Captain Shaine had handed the apparent toy off to him with the muttered comment about uses hiding in the simplest things, then wandered off to pursue one of his many projects.
    Over the last few months, Ayse had come to respect the Master of Scrolls's apparently off-hand comments, understanding that Kreighton Shaine very rarely spoke without intent, although the meaning might not be clear to lesser minds. With the expedition to Azlant looming ever closer, he assumed there was some bit of knowledge or clue that Shaine wanted him to find hiding somewhere in the box's designs. True, he had been examining the piece for the better part of two hours with no success, but when it came to unraveling a puzzle, Ayse had the patience of a stone.

    He ran his fingers over one of the carven figures, one that held up a pitifully small blade against a great and terrible beast. Examining the box's six scenes had only taken Ayse a few minutes, of course, but as he explored each of them more closely, more interesting details continued to reveal themselves to him. For instance, at this moment, he found that the little hero's blade had a symbol worn into it; just the faintest depression in the wood, nothing that an ordinary gaze would detect. He closed his eyes and traced the edges of it with sensitive fingers...yes, definitely an Iomedaean sunburst. That would certainly explain how the hero could be expected to stand up to the charging beast; apparently, he was some sort of paladin.

    Ayse paused a moment, something about this last discovery hitting a chord in his memory. He flipped the box over to the opposite scene, wherein a figure was opening a chest filled with treasure. He leaned in, examining the tiny rivets on the box's lid, and smiled to himself as he noted an irregularity to the pattern that he recognized as one of Master Shaine's simplest ciphers. Retrieving a small wire from his belt, he pressed the little rivets in a particular order and was rewarded by the chest's lid swinging wide as if it were more than a mere carving, but it kept going, spiraling out like an iris until the entire side of the little box was open.

    Inside, there was a small stone circle set with two gemstones. Ayse's eyes went wide as he recognized the unmistakable gleam of true ioun stones, and he took the Wayfinder (as it clearly must be) reverently from the box, speeding off to find the Master of Scrolls.