Farzinel the Learned's page

219 posts. Organized Play character for Lysle.


| HP 20/20 AC 18 T 17 FF 15 | CMB +3, CMD 13 | F: +3, R: +5, W: +2 | Init: +14 | Perc: +4, SM: +1


| Speed 30ft 20 ft. (w/all gear)| Active conditions: mage armor.

Kn (arcana, history, local) +12, Kn (plane, religion, nature) +11, Know (dungeon) +10, Linguistics +12, Spcft +12


Male NG Elf (desert) Wizard 3 Spells: 2nd 3+1/3+1; 1st 4+1/4+1; Orisons 4;0 Mythic 8/9

About Farzinel the Learned

Darker than his tan-skinned desert elf kin, Farzinel has adopted the wizardly robes of the arcane institutions in Sothis. However, underneath, he wears the traditional garb of his tribe, which lives in the fertile areas around Tephu where the elf trained as a wizard.

PFS #90900-13
Experience 6 XP
Faction Scarab Sages
Wealth 129 gp 3 sp, 4 cp | 7 PP | 12 Fame

Farzinel the Learned
Wizard 3
N Medium humanoid (elf, mythic)
Init +13; Senses Perc +2(low light vision), SM +1 (with familiar)
AC , touch 13, flat-footed 11
HP 20
Fort +3, Ref +5, Will +2 +2 racial saving throw bonus on enchantment
Speed 30 ft. 20 ft. encumbered with medium load=all equipment
Initiative +14+3 Dex +2 Reactionary +1 Divination School +2 Improved Initiative + mythic power
Melee dagger -1 (1d4+2 P/S, Crit 19/20 x2)
Ranged blowgun +4 (1d2 P, Crit x2, 10 ft.) (20 darts)
Ranged dagger +4 (1d4 P, Crit 19/20 x2, 10 ft.)

Wizard Spells Prepared (Wiz 3rd; concentration +9)
. . 2nd (3+1/day))—comprehend languages,*, mirror image, resist energy (x2),
. . 1st (4+1/day)—comprehend languages,*, mage armor, grease, silent image, *Divination School
. . 0 (at will)—acid splash,ghost sound, resistance
. . 0 (1/day)— read magicMagical Talent Trait
Space 5 ft.; Reach 5 ft.
Str 7, Dex 16, Con 12, Int 22, Wis 9, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Toughness, Improved Initiative
Traits Magical Talent, Reactionary
Languages Taldane (Common), Celestial, Draconic, Elven, Osiriani, Gnoll, Ancient Osiriani, Polyglot, Sylvan, Tien
Skills Fly +6**, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +12, Linguistics +12, Perception +4,***, Sense Motive +1,***, Spellcraft +12 *,
* +2 racial bonus to identify magic item properties
** untrained with +3 bonus from familiar
*** +2 from Alertness feat from familiar

Mythic Powers

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when you fall below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have nine uses of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.

Recuperation (Ex): You are restored to full hit points after 8 hours of rest as long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Absorb Blow: As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Combat Gear
•2x dagger 2 gp 2 lb.
•blowgun 2 gp 1 lb.
•10x darts 5 cp
Total Cost: 4.5 gp
Weight: 2 lbs.

Other Gear
wayfinder 1 lb.
cloak of resistance
ring of protection
wand of cure light wounds (48 charges)
wand of mage armor (49 charges)
•scholar’s outfit 5 gp 6 lbs.
•spellbook – gp 3 lbs
•spell component pouch 5 gp 2 lbs.
•backpack 2 gp 2 lbs.
•5x candles 5 cp
•2x tindertwigs 2 gp
•ink 8 gp
•pen 1 sp
•10 sheets of parchment 2 gp
•sealing wax 1 gp 1 lb
•signet ring 5 gp
•soap 5 sp 1 lb
•steel mirror 10 gp .5 lbs
•bell 1 gp
•1 flask holy water 25 gp 1 lbs
•sunrod 2 gp 1 lb.
•bedroll 1 sp 5 lbs.
•scroll case 1 gp ½ lbs.
•3x scroll of magic missile 75 gp
•wand of share memory (5 charges)
•scroll of burning hands
•scroll of levitate
•scroll of color spray
Total Cost: 3798.66 gp + wayfinder (purchased with prestige) + wands (purchased with prestige)
Weight: 31 lb
Special Abilities
Forewarned (Su) - Always act in surprise round, but flat-footed until you take an action; +1/2 wizard level to Initiative (Divination School) Opposition Schools: Enchantment & Necromacy

Elven Magic - +2 racial bonus on caster level checks to overcome spell resistance, +2 racial bonus to Spellcraft to identify properties of magic items

Weapon Familiarity – Proficient with longbows longswords, rapiers, and shortbows (“elven” weapons considered martial weapon)


. . 2nd—resist energy,mirror image
. . 1st—comprehend languages,*, enlarge person, floating disk, grease, mage armor, protection from evil, silent image
. . 0—acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance,
*Divination School