Dark Ice Brownie

Azrin's page

214 posts. Organized Play character for D-Kal.


Full Name

Azrin Merysh

Race

Drow Sorcerer(serpentine)/Summoner(master summoner) 2 - HP: 20/20, - AC: 13/17/T: 13/FF: 10/14 - Perception: +3

Classes/Levels

F: +1/R: +3/W: +4[+8] - CMB: +0 - CMD: 13, Speed: 30ft - Init +3

Age

27

Special Abilities

SR 8; Fangs 8/8; Summon 6/10; SP1 4/6|2/4; dancing lights, darkness*, faerie fire*, feather fall, levitate

Alignment

NE

Languages

Common, Elven, Undercommon

Strength 8
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 13
Charisma 20

About Azrin

Summons: viper

About:
Male Drow Sorcerer/Summoner 2 (Serpentine/Master Summoner)
NE Medium Humanoid
Favored Class: Summoner (+2 HP)
Speed: 30 ft.
Init +3 (Dex +3)
DEFENSE:
AC 13/17 (10 Base, +3 Dex, +0/4 Armor)
Touch 13 (10 Base, +3 Dex)
Flat Footed 10/14 (10 Base, +0/4 Armor)
HP 20 (2d8, +2x1 Con, +2 FC)
Fort +1 Ref +3 Will +4
CMD 13 (10 Base, BAB +1, Str -1, Dex +3)
OFFENSE:
BAB +1

Melee:
Dagger +4 (1d4-1, 19-20/x2) or
Fangs +4 (1d4-1, x2, poison [DC 11; 1 Con/rnd:6; cure 1])

Ranged:
Dagger +4 (1d4-1, 19-20/x2, 10ft)

CMB: +0 (+1 BAB, -1 Str)

STATISTICS:
Str 8 (-1) [foible]
Dex 16 (+3) [5 pts, +2 racial]
Con 13 (+1) [7 pts, -2 racial]
Int 10 (+0) [0 pts]
Wis 13 (+1) [3 pts]
Cha 20 (+5) [focus, +2 racial]

Feats:
Eschew Materials (class bonus) - disregard material components of spells with material costs < 1gp.
Drow Nobility - Use Detect Magic as SLA at-will; gain feather fall & levitate as 1/day SLAs.
Augment Summoning - creatured summoned with summon spells gain +4 to strength & constitution for summon duration.

Traits:
Irrepressible - Use Cha mod vs Wis mod for saves vs charm/compulsion
Crime:Consorting with Dark Powers - +1 to Kno(planes, arcana)

SKILLS:
Skills:
Bluff +9 [1 Rank, +5 Cha, +3 Class]
Diplomacy +9 [1 Rank, +5 Cha, +3 Class]
Handle Animal +9 [1 Rank, +5 Cha, +3 Class]
Intimidate +9 [1 Rank, +5 Cha, +3 Class]
Knowledge(arcana) +4 [1 Rank, +0 Int, +3 Class]
Linguistics +4 [1 Rank, +0 Int, +3 Class]
Spellcraft +4 [1 Rank, +0 Int, +3 Class]
Use Magic Device +9 [1 Rank, +5 Cha, +3 Class]
ABILITIES:
Summoner:
Life Link - may trade HP to prevent kill blow to eidolon; eidolon loses 50% max HP past 100ft, 75% past 1000ft, and dismissed past 10,000ft.
Summon Monster (10/day, std action, 1min/lvl) - As Summon Monster (1+CL/2); may have one active + eidolon or any number active without eidolon.

Sorcerer:
Arcana - mind-affecting or language-dependent spells can affect animals, magical beasts, & monstrous humanoids as though humanoids who understand my language
-Fangs-(5+3)- bite attack 1d4 + poison (DC 10 + 1/2lvl + Con, 1/rnd 6rnds, 1 Con dmg, cure 1 save)

Racial:
Darkvision - 120ft
Seducer - +1 to DC of enchantment spells & SLAs
Keen Senses - +2 Perception
Poison Use - no risk of accidental self-poison
Spell Resistance - 6+Lvl
SLAs (1/day) - dancing lights, faerie fire, darkness
Light Blindness - bright light blinds 1 round, dazzles subsequent rounds.
Weapon Familiarity - proficient with hand crossbow, rapier, & short sword

SPELLS:
At-Will SLAs - Detect Magic
Sorcerer // Summoner
Cantrips - 5/5, DC 15 - Detect Poison, Ghost Sound, Open/Close, Prestidigitation, Touch of Fatigue // Daze, Guidance, Mage Hand, Message, Read Magic
LVL1 Spells - 4+2/2+2, DC 16 - Charm Person, Lock Gaze // Daze Monster, Infernal Healing, Mage Armor
EIDOLON:
Eidolon: Worm (medium Serpentine form)
speed: 20ft, climb 20ft, swim 20ft
special: darkvision, link, share spells
AC: 15 (+3 Dex, +2 nat armor) - T:13/FF:12
HP: 9 (1d10 + 1x1 Con, +3 feat)
Saves: Fort +1, Ref +5, Will +2
BAB: +1
Attacks: Bite +4 (1d4+1) and Tail Slap -1 (1d4+1)
Str 12
Dex 16
Con 13
Int 7
Wis 10
Cha 11
Base Evolutions: Climb, Bite, Reach(bite), Tail, Tail Slap
Point Evolutions: Scent, Skilled(stealth), Swim
Skills: Escape Artist +7 (1/3/3), Perception +4 (1/0/3), Sense Motive +4 (1/0/3), Stealth +15 (1/3/3/8)
Additional Class Skills: Escape Artist, Intimidate, Perform, Survival
Feats: Toughness
Items: (none)
Inventory:
Dagger (1d4, 19-20/x2, 2gp, 1lb)

1/26 lb 0/0 gp

Supplies:
Background:
Azrin was born and raised as part of a travelling caravan of gypsies, a band of outcasts that relied on cheap scams and flashy shows to scratch out a living in the harsh sands of Osirion. Being a drow meant that surface life would always be hard for him, but as he grew up he learned to adapt quickly to his difficult circumstances. Rather than take up an art or game, Azrin utilized his inherent drow mastery of animals and vermin to become a snake charmer. However, as working with real snakes proved dangerous and sometimes expensive, he also began to learn not only how to charm them, but how to use dark rituals to call them from other planes. Yet his black magic and gypsy tricks would not go unnoticed for long.

Azrin traveled with his fellows for years across the entire inner sea region, eventually stopping for a time in Cheliax. With much success in the country of devils, the group foolishly determined to try to pick the pockets of the people of Talingarde. Neither his quick tongue nor dark sorcery could save him against the fiercely lawful and devout citizens, always watchful and ever-vigilant. His evil summons were discovered and he was condemned to death after a brief internment in the dreaded Banderscar Prison.

Perhaps he could fight his way to freedom? Unlikely. Perhaps he could summon enough serpents to force his way out? Improbable. Perhaps his silver tongue could talk his way out of this predicament? No, impossible. Death by fire was the only fate that remained for Azrin, and he faced it with a grim defiance.