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About Savendir InarisSavendir Inaris
AC 16 (Flat Footed 13, Touch 13)
Speed 30 ft, Initiative +5 HP 33 (Max 34) Mythic Power 5 (max 7/day) BAB +2
"Daerist" +1 Scimitar: +4 to hit, 1d6+1 damage (18-20/x2)
Channel Energy: 4/day, DC 13, 2d6 (3 remaining)
XP: 7,000 Race and Class Abilities:
Nature Sense: +2 Knowledge (Nature) and Survival Wild Empathy Woodland Stride Trackless Step Resist Nature's Lure Low-Light Vision
Mythic Abilities:
Mythic Power 7/day 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 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. 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 and adding it 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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. 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. You can't gain an extra action in this way more than once per round. Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result. Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack. Mythic Spellcasting
Feats and Traits:
Augment Healing (Complete Divine 79): Heal an extra +2/spell level on Conjuration [Healing] spells. Selective Channelling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Mythic Spell Lore Traits: Sacred Conduit (+1 Channel DC), Focused Mind (+2 Concentration) Skills:
Acrobatics +3 Appraise +1 Bluff +1 Climb +0 (Craft) Diplomacy +1 Disguise +1 Escape Artist +3 Fly +3 Handle Animal +5 [1 rank] Heal +13 [4 ranks, Healer's Kit] Intimidate +1 Knowledge (Nature) +10 [4 ranks, class] Knowledge (Geography) +5 [1 rank] Knowledge (All others) +1 Perception +13 [4 ranks, racial] (Perform) (Profession) Ride +3 Sense Motive +4 Spellcraft +5 [1 rank] (+2 to identify items) Stealth +3 Survival +13 [4 ranks, class] Swim +4 [1 rank] Spells:
Domain Air (Cloud): 1. Obscuring Mist, 2. Wind Wall Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.) Spells per day:
Save DC: 14 + Spell level
Mythic spells known:
Prepared:
Gear:
Leaf Armor Scimitar Longbow 40 arrows 10 silver arrows Dagger Gravewalker sandals (unintelligent undead ignore me, intelligent undead must make a DC 11 Will save or ignore me, unless I take offensive action)
Potion: Bless weapon
Healer's Kit (10 uses)
1375 gp
Group loot:
Burned letter 100 gp worth of gems 227 gp 1 Potion of Gaseous Form 1 vial of Dust of Tracelessness 1 Potion of Bull's Strength 1 Potion of Magic Fang Background
Despite his deep convictions, to most people he seems remarkably easygoing and good-natured. He possesses a dry wit and has an appreciation for simple pleasures and anything that he considers beautiful. GM Only: Secret Questions:
Savendir harbors a shameful secret that he does not reveal to anyone in order to protect himself and his mother, who is dear to him. It is no secret that Savendir is only three-quarters elven, born to an elven sorceress by the name of Senara and a half-elven wizard named Bertros. Senara was always free-spirited, and often heedless of the cautions of her people, falling hopelessly in love with the shadowy Bertros. The elves never embraced Bertros, suspecting that he dabbled in areas of magic that are better avoided. Together, they had a child, Savendir, who seemed to exhibit more characteristics of his elven mother than his half-elven father. As Bertros reached middle age, he became obsessed with his own mortality. He knew his beloved wife and son would long outlive him, and longed to share the centuries with his family. In desperation, he transformed himself into a lich. Senara fled with her young son back to her people, telling them that Bertros had died. Seeing firsthand the vileness of dark magic, Senara gave Savendir over to the druids, to be trained in the arts of nature, purity, and life. She and Savendir are the only members of the community that know of Bertros's true fate. That is the secret Savendir wants no one to know. Fears:
Loves:
Embarrassed by:
Proud:
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