Ganyavesha

Fenra Mvashti's page

737 posts. Alias of Aphin.


Full Name

Fenra Mvashti

Race

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Classes/Levels

Perception +13| AC 24| Fort +14| Ref +12 |Will +17

About Fenra Mvashti

Fenra Pathfinder 2e

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1e:
Fenra Mvashti
Female half-elf oracle 7 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (elf, human)
Hero Points 2
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 47 (7d8+9) (currently 45)
Fort +6, Ref +6, Will +9; +2 vs. enchantments
Defensive Abilities dual minded[APG], freedom of movement (constant); Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cold iron morningstar +8 (1d8+3) or
. . dagger +7 (1d4+2/19-20) or
. . silver dagger +7 (1d4+1/19-20)
Ranged javelin +7 (1d6+2) or
. . light crossbow +7 (1d8/19-20)
Spell-Like Abilities (CL 7th; concentration +13)
. . 3/day—ghost sound (DC 17)
Oracle Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—blindness/deafness (DC 19), cure serious wounds, daylight, dispel magic
. . 2nd (8/day)—bull's strength, cure moderate wounds, hold person (DC 18), hypnotic pattern (DC 19), communal protection from evil[UC], silence (DC 19)
. . 1st (8/day)—bless, color spray (DC 18), cure light wounds, doom (DC 17), forbid action[UM] (DC 17), murderous command[UM] (DC 17), obscuring mist
. . 0 (at will)—detect magic, detect poison, enhanced diplomacy, light, mending, resistance, stabilize
. . Mystery Heavens
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Statistics
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Str 14, Dex 14, Con 13, Int 14, Wis 10, Cha 22
Base Atk +5; CMB +7; CMD 21
Feats Additional Traits, Bouncing Spell[APG], Spell Focus (illusion), Varisian Tattoo[ISWG]
Traits dilettante artist, fast-talker, foster child, magical lineage, resilient
Skills Appraise +7, Bluff +12, Diplomacy +15, Fly +6, Heal +5, Knowledge (arcana) +7, Knowledge (geography) +9, Knowledge (history) +6, Knowledge (planes) +7, Knowledge (religion) +9, Perception +10, Perform (dance) +15, Sense Motive +9, Spellcraft +9, Survival +4; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Goblin, Infernal, Varisian
SQ elf blood, hedonistic, hero points, oracle's curse (tongues [celestial, infernal]), revelations (awesome display, coat of many stars, moonlight bridge[APG])
Combat Gear potion of cure light wounds, potion of disguise other (CL 4th), potion of lesser restoration, scroll of remove disease, scroll of water walk (CL 7th), vermin repellent[UE]; Other Gear +1 cold iron morningstar, dagger, javelin (6), light crossbow, silver dagger, cloak of resistance +1, handy haversack, headband of alluring charisma +4, ring of freedom of movement, stone salve, bedroll, belt pouch, blanket[APG], chalk, chelaxian cloak blue with gold braiding (worth 25 gp, 1 lb), cold weather outfit, earplugs[APG], entertainer's outfit, fishhook, flint and steel, grappling hook, jewelry[UE], powder[APG], sack, sewing needle, signal whistle, silk rope (50 ft.), spell component pouch, string or twine[APG], waterskin, wrist sheath, spring loaded, gold arm band w/freshwater pearls (worth 250 gp), hairpin with red pearl at one end (worth 150 gp), rubies, saphires, emeralds, diamonds (worth 600 gp, 1 lb), 3,079 gp, 1 sp, 6 cp
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Special Abilities
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Awesome Display -6 (Su) Your Illusion (pattern) spells treat observers as -6 HD lower than their actual HD.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Coat of Many Stars +6 (7 hours/day) (Ex) +6 AC.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonlight Bridge (70 ft., 6/day, DC 19) (Su) Create a 70' bridge of moonlight from your position. It lasts 24h or until you cross it.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Tongues (Celestial, Infernal) You can only understand and speak two languages in combat.
Varisian Tattoo (Illusion) Spells from chosen school gain +1 caster level.
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Fenra was born under a starry sky near the edge of a caravan trail. She ws fortunate that this trail was being travelled by the Mvashti caravan because the cries of her mother in labour quickly drew Koya Mvashti's attention from their evening campsite. It is not known whether her mother was trying to make her way to the light of the campfire or her proximity to it was one piece of good luck among all the bad, because the lady did not survive the strains of childbirth. Koya and the group did what they could for the mother, collected her meager posessions, then gave her body to the stars in the form of a pyre. There was no question in Koya's mind that she was meant to look after this babe. A quick examination revealed slightly elven features; since her mother was of obvious Varisian decent and appeared to be fully human, Koya assumed the father must have been an elf or half-elf. She would often create outrageous tales to tell the small girl to explain her parentage, each one different than the next. Fenra quickly grew to understand that these were nothing but fairy tales and realized she would probably never know her true history. This did not trouble her much for she loved her adopted family as much as one could love anyone, they were the only family she knew, and was doted upon by the whole Mvashti clan.

Her birth under the stars seemed to endear them to her and she found a strange affinity for them as she grew. Koya realized early that Fenra had some kind of link to them and encouraged her in her studies. She could often be found dancing under a starry sky or just gazing at them in apparent wonder.

When she entered her teen years two important things happened; her divinely insprired talents began to manifest themselves, and her older 'brother' Sandru was forced to defend her honour for the first time by beating some overly aggressive young man to a pulp. Both events were just the first in a series. It was a rough few years until the family joined a caravan and then Sandru started his own. During the trips it was easier to keep Fenra with the caravan and away from over-eager village boys and townsmen. While beautiful and admittedly a flirt, she was still just an innocent girl. The trips also allowed her more opportunity to dance freely under the stars each evening which was her greatest pleasure.

Eventually she learned of other pleasures and instead of an innocent young girl became a beguiling young woman. Koya, familiar with the pleasures of youth, smiled indulgently on her escapades and Sandru made sure that she was able to defend herself from unwanted attentions. She carries a dagger in a wrist sheath so she is never unprepared.

She currently travels with Koya when she joins the caravan and during the off season sports with any unattached or visiting men or women of Sandpoint that catch her eye. She often uses her seductive dancing to fixate the attention of potential suitors. She is often gifted with small items by her ardent admirers, hoping to gain her favour.

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