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144 posts. Organized Play character for Agent Eclipse.


Full Name

Taizak Raizen

Race

| HP: 9/9 | AC: 15 T: 13 FF: 12 | CMB: +0, CMD: 13 | F: +3 R: +3 W: +6* | Init: +5 | Perception: +10 (Low-Light Vision) | Speed 30ft | Active conditions:

Classes/Levels

Resources:
| Storm Burst (Domain): 4/7 | Druid Spells (1st): 3/3 | Wand of CLW: 48/50

Gender

CN Tengu Druid 1

Size

Medium | 4' 10" | 95lbs

Age

25

Alignment

CN

Deity

Hei Fang

Languages

Aquan, Auran, Druidic, Sylvan, Tengu

Occupation

Navigator

Homepage URL

Art Inspiration

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Taizen Raizak

#54329-7 Taizen Raizak
Tengu Druid (Storm Druid) 1
CN Medium Humanoid (Tengu)
Init: +5; Senses: Low-Light Vision; Perception: +10
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Defense
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AC: 15, Touch: 13, Flat-Footed: 12 (+2 Armor, +3 Dex)
HP: 9 (1d8+1)
Fort: +3, Ref: +3, Will: +6; +1 resistance bonus vs. inhaled poisons and other airborne effects that require breathing.
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Offense
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Speed: 30 ft.
Melee:
• Bite +3 (1d3)
• Claw +3 (1d3)
• Claw +3 (1d3)
Domain Spell-Like Abilities: (CL 1st; Concentration +5)
• Storm Burst (1d6 Nonlethal) (7/Day)
Druid (Stormcaller) Spells Prepared: (CL 1st; Concentration +5)
• (0) Detect Magic
• (0) Guidance
• (0) Light
• (1) Cure Light Wounds
• (1) Obscuring Mist (Domain)
• (1) Wave Shield
Domain: Weather (Storms)
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Statistics
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Str: 10, Dex: 16, Con: 12, Int: 10, Wis: 18, Cha: 10
Base Atk: +0; CMB: +0; CMD: 13
Skills: Fly +7, Knowledge (nature) +6, Linguistics +5, Perception +10, Stealth +5, Survival +10; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages: Aquan, Auran, Druidic, Sylvan, Tengu
Weapons: Bite, Claw, Claw
Armor: Leather Armor, Filter Scarf
Magical Items:
Gear: Masterwork Backpack: Silk Rope (50 ft), Smelling Salts, Spring Loaded Wrist Sheath
Wallet: 1,040 gp
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Traits
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• (Magic) Magical Lineage (Call Lightning)
• (Combat) Reactionary
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Feats
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• (1) Weapon Finesse
• (3)
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Druid) Abilities
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• (1) Spells and Orisons
• (1) Spontaneous Casting: Replaced by Storm Druid.
• (1) Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
• (1) Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Modified by Storm Druid.
• (1) Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
• (1) Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
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Archetype (Storm Druid) Abilities
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• (1) Spontaneous Domain Casting:
A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces spontaneous casting.
• (1) Nature Bond (Ex):
A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
• (2)
• (3)
• (4)
• (9)
• (13)
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Domain (Weather/Storms) Abilities
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• (Base) Domain Spells:
1st—Obscuring Mist
2nd—Fog Cloud
3rd—Call Lightning
4th—Sleet Storm
5th—Ice Storm Replaced with Call lightning Storm.
6th—Control Winds Replaced with Sirocco.
7th—Control Weather
8th—Whirlwind
9th—Storm of Vengeance
• (1) Storm Burst (Sp):
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
• (6)
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Race (Tengu) Abilities
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• +2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile.
• Tengu: Tengus are humanoids with the tengu subtype.
• Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
• Normal Speed: Tengus have a base speed of 30 feet.
• Senses: Tengus have low-light vision.
• Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
• Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
Swordtrained: :Replaced with Claw Attack.
• Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
• Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
• Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
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Pathfinder Society Reputations
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• Current Fame: 2
• Liberty’s Edge: 2

• Total PP: 2
• Current PP: 0

Purchases:
• Wand of Cure Light Wounds: 2 PP
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Boons
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The Wounded Wisp:
• Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name -such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item- would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contribute to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.
• Prized Find:
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Race for the Runecarved Key:
• Magnimarian Debt:
The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving-or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.
• Formidable Renown:
Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper ofLissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

Pathfinder Tales: Queen of Tornes:
• Desperate Bargain:
Presented with a choice between damnation and domination, you chose
the latter and might choose it again. As an immediate action when you are reduced to fewer
than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character
level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell.
Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds
or when you successfully save against the confusion effect, all remaining temporary hit points
are lost and you resume dying if your hit point total remains below 0. Once you have used this
boon, cross it off the Chronicle sheet.

Pathfinder Tales: Called to Darkness:
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.

Spiritual Guidance:
• Although they are sometimes slow to answer your call, the spirits of the north are insightful and eager to help. You may roll the d% dice twice and take the better of the two results when you cast augury, divination, or contact other plane. When casting commune or commune with nature, you may ask one additional question or gain one additional piece of information. Using this boon doubles the casting time of the spell, and afterwards you must cross it off the Chronicle sheet.

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Completed Scenarios
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#6-10 The Wounded Wisp
Special: Race for the Runecarved Key
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Description
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Background
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Taizen Raizak is a disciple Hei Fang originating from the nation of Kwanlai. The confined spaces of the slum like cities could not contain his spirit so he spent his time exploring the region of Tian Xia. Even his home country could not contain his wanderlust so he took to the seas. He was the favored navigator on the Squall's Purchase, a Varisian transport that was fearless to the whims of the sea.

When chartered by the Society for one of their missions he was recruited along with the rest of the crew to provide their services in a more permanent manner. While a lot of the crew took to the mission of the Exchange he sought to provide his services to the Liberty's Edge to make sure any person could seek the comfort of the wind.