Casamir Azmeren

Elenzar the Bastard's page

352 posts. Alias of Gnomezrule.


Full Name

Elenzar the Bastard

Race

Half-Elf

Classes/Levels

Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Gender

Male

Size

Medium

Age

27

Alignment

Neutral Good

Deity

Gold Dragon Queen

Languages

Common

Occupation

Scribe

Strength 14
Dexterity 19
Constitution 14
Intelligence 9
Wisdom 16
Charisma 12

About Elenzar the Bastard

Warrior level 1-Inquisitor level 4
Init +6; Senses Low-light Vision; Perception +11
DEFENSE
AC 18, (Armor +4) Touch 14, flat footed 12 (none)
(+4 Dex)
hp 19(1d10+5+4)
Fort +6, Ref +5, Will +7
Immunity to sleep, Resistance to Enchantment +2sv
OFFENSE
Speed 30
Melee
Single Attack Elven Curved Blade +7(1d10+2/18-20)
or Crossbow, light +7 (1d8 /19-20 X2)
Space 5ft.; Reach 5

Base Attack 3 CMB 5; CMD 19
Feats
Weapon Finesse
Precise Strike
Judgement Surge
Ancestral Arms: Proficiency: Elven Curved Blade
Traits
Reactionary, Magical Knack
Skills
Climb 6, Craft (Caligraphy) 4, Diplomacy 5, Perception 11, Profession (scribe) 7, Ride 8, Swim 5, Sense Motive 6, Knowledge Religion 6, Linguistics 1, Knowledge Nature 5, Bluff 5, Knowledge Arcana 5, Knowledge Dungeneering 4, Heal 7, Spell Craft 5
Languages Common, Goblin

SPECIAL ABILITIES
Low-light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save (10+1/2HD+Wis Mod). All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgments:

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Spells
0 Level Known Spells
1- Detect Magic
2- Disrupt Undead
3- Guidance
4- Brand
5- Light
6- Create Water
1st Level Known Spells
1- Cure Light Wounds
2- Ear Piercing Scream
3- Bless
4- Shield of Faith
Spells/day 1st Level (3)
2nd Level Known Spells
1- Cure Moderate Wounds
2- Spiritual Weapon
Spells/day 2nd Level (2)

Equipment
-8 days trail rations
-Explorer’s Outfit 8gp
-Grooming Kit 1gp
-Elven Curved Blade
-Ink 8gp
-Journal 10gp
-Scroll Case 1gp
-2 Sheets of paper .8gp
-Bedroll .1gp
-Blanket .5gp
-Hammock .1gp
-Backpack 2gp
-Chain Shirt (Armory)

Background:
Known in the village as Elenzar the Bastard. Elenzar was born to a young woman, Karia. Karia was still a teen when she ran off from her father’s estate with a young elf, Darisar. Darisar died in battle shortly after the two left Karia's home. After a few months away she returned home, pregnant. She did often speak of him save that he was brave, idealistic and taken before his prime, all she had left of him was a damaged sword and a child yet to be born. Elenzar’s grandfather doted over his daughter and for the early years of his life Elenzar as well. When his grandfather died Karia’s brother took control of the family. His uncle treated him poorly and left him out of many of the “formal” education processes of the children of the family namely use of arms and armor. Elenzar did have opportunity to learn to read and write and as he got older was trusted with work as a scribe and assisted the family barrister.
Last summer his family was travelling through the region and stopped in the village because Karia had turned ill. After a few days she died. The next morning his uncle invited Elenzar to breakfast. He wasted little time in telling Elenzar that he would not be moving on with the family and would never be welcomed to return. The years that Elenzar was tolerated were solely for his mother’s benefit. With that his uncle rose from the table leaving to finish breakfast. As an afterthought his uncle tossed him a beaten up scabbard with the remnants of a sword. An elvish design though the tip was broken, deep chips missing from the edge, a layer of rust from years of neglect, and parts of the handle are chipped away reveling the tang underneath.
In the months since Elenzar has been working in the village as a scribe he is slowly adjusting to the life of a commoner. Wishing that he could build a reputation amongst the villagers as something other as the Bastard. A fact his uncle made very apparent before he left town.

Appearance:
Elenzar is easily identifiable by his red hair and pointy ears making his elvish heritage readily apparent. He wears his hair long. His fine elvish features are softened by the fact that he is somewhat overweight. His clothing is clean and while not expensive he wears it in keeping with style of aristocratic scholars. His deep green eyes are somewhat cold. Despite his weight he moves with grace.