Isilda

Hayali Avino's page

32 posts. Organized Play character for hiyami.


Full Name

Hayali Avino

Race

| HP: 7/7 | AC: 12 (12 Tch, 10 Fl) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +3 | Init: +2 | Perc: +1, SM: +2

Classes/Levels

| Speed 30ft | Blinding Ray: 0/6 | Spells: 1st 0/3 | Active conditions: None.

Gender

Female CG Sylph Wizard (Illusionist) 1

Size

M

Age

76

Languages

Auran, common, Draconic, Dwarven, Elven, Halfling

Occupation

Gambler

Strength 12
Dexterity 15
Constitution 12
Intelligence 17
Wisdom 12
Charisma 11

About Hayali Avino

Hayali Avino
Female sylph illusionist 1 (Pathfinder RPG Bestiary 2 258)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3; +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5
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Offense
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Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—feather fall
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 15), mage armor, silent image (DC 15)
. . 0 (at will)—dancing lights, ghost sound (DC 14), prestidigitation
. . Opposition Schools Necromancy, Transmutation
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Statistics
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Str 12, Dex 15, Con 12, Int 17, Wis 12, Cha 11
Base Atk +0; CMB +1; CMD 13
Feats Airy Step[ARG], Spell Focus (illusion)
Traits calistrian courtesan, comparative religion
Skills Diplomacy +0 (+1 to gather information), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (religion) +8, Linguistics +7, Profession (gambler) +5, Sense Motive +2, Spellcraft +7
Languages Auran, Common, Draconic, Dwarven, Elven, Halfling
SQ arcane bond (silver band), extended illusions (1 round)
Combat Gear alchemist's fire (2), thunderstone; Other Gear light crossbow with 10 bolts, quarterstaff, silver band, backpack, bedroll, belt pouch, blanket[APG], candle, flint and steel, ink, inkpen, marked cards[APG], parchment (4), scroll case, spell component pouch, trail rations (4), waterskin, wizard starting spellbook, 457 gp, 4 sp, 9 cp
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Special Abilities
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Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Arcane Bond (Silver band) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
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Born to one of the faithful of Calistria, Hayali spent a great deal of time in a temple to the goddess. As a result, she learned to keep her ears and eyes open, wanting to make sure she doesn't miss anything that might be importance. It was among the faithful of Calistria that she first learned that she had some small ability with magic.

She learned early on that a bit of misdirection could be extremely helpful and thus spent the majority of her studies in illusion magic.

Hayali has lived long enough to have done some work with the Calistrian courtesans - and put her knowledge to good use. Her curiosity, however, made it so that she wanted something more out of her daily life.

Originally taught by someone with connections to the Silver Crusade, she ended up aligning with the group - there's nothing wrong with trying to do some good in the world, after all.

History:

Level 1 - Favored Class: +1 skill point
-The Frozen Fingers of Midnight - 1XP, 2PP, 467gp, 10gp

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Faction Journal Card Silver Crusade
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An influential group of Pathfinder clerics, paladins, and servants of good-aligned deities has banded together in a valiant effort to use the Society’s influence and resources to do good throughout the Inner Sea region and beyond. A crusade in name only, the faction models itself after the staunchly virtuous silver dragons by delivering aid, vanquishing evil, and leaving the indelible mark of good wherever they go. Four tyrants have long ruled the Elemental Planes, and Ollysta Zadrian intends to shine the light of purity into these darkened realms.

Season 8 Rewards:

Purifier (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.
Miracle Worker (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
Paragon (7+ goals): When you or an ally purchases the spellcasting services raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%.

Goals:

Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

1/2 Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level. Frozen Fingers of Midnight (0-04)

0/2 Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

0/2 Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without harm.

0/1 Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.

0/1 Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PC’s success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

0/1 Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).

0/3 – 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes count as one goal for earning faction rewards; checking all 5 counts as two goals.