Cale the Calistrian

Zaharin Jozaidir's page

78 posts. Alias of randall793.


Full Name

Zaharin Jozaidir

Race

Elf

Classes/Levels

Alchemist 1 (Grenadier)

Strength 14
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 8
Charisma 10

About Zaharin Jozaidir

Senses(Low-light)
Perception(+5)
Fort(+2), Ref(+6), Will(0)
HP 9/9 (1:9)

AC: 17 / 14 (Touch) / 13 (Flatfooted)
Initiative: +6
BAB: +0
Mutagen(1/day, 10mins, +4STR, +2NA, -2INT)
Alignment CN
Favored Class: Alchemist (Grenadier)
Languages: Common, Elven, Gnoll, Orc

Prepared Extracts:2/day
Cure Light Wounds
Endure Elements

Looks:

Height 5ft 8in
Weight 130lbs
Eyes Black
Hair Silver White

This thin averaged height elf with sclera-less black eyes keeps his shock of silvery white hair loose, complementing his angular sharp features and constantly furrowed brow.

Feats:

Grenadier: Martial Weapon Proficiency (Elven Curved Blade)
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Armor Proficiency, Light
Simple Weapon Proficiency: You make attack rolls with simple weapons without penalty.
Throw Anything

Racial Traits:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Skills:

Skill points at 1(4+3)
Name, Total(Rank+Stat+Class+Misc)
ACP -1
Acrobatics, 4(0+4+0+0)
Appraise, 3(0+3+0+0)
Bluff, 0
Climb, 2(0+2+0+0)
Craft(Alchemy), 8(1+3+3+1)
Diplomacy, 0
Disguise, 0
Escape Artist, 4(0+4+0+0)
Fly, 3(0+4+0-1)
Heal, 0
Intimidate, 0
Knowledge (Arcana), 7(1+3+3+0)
Knowledge (Nature), 7(1+3+3+0)
Perception, 5(1-1+3+2)
Ride, 4(0+4+0+0)
Sense Motive, 0
Spellcraft, 7(1+3+3+0)
Stealth, 9(1+4+3+1)
Stealth (In hilly or rocky areas), 11(1+4+3+1+2)
Survival, -1(0-1+0+0)
Swim, 2(0+2+0+0)
Use Magic Device, 4(1+0+3+0)

Traits:

Indomitable Faith
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.

Highlander (hills or mountains)
Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Background:

Staying in the city of Absalom was a lengthly sojourn that made little impact in Zaharin's lengthly lifespan. Little experience, little gain, idly passing the time without much to say about it.

With much of his training in the new elven branch of alchemy put to minimal use, the elf finds much of his previous wealth chipped little by little until what remains is the dregs on which he could continue on. A summon to the Grand Lodge spurs him to action, with hopes of injecting change and excitement into his life.

-------------------------- Combat --------------------------
Total / Touch / Flat Footed

Melee tohit: +2
Ranged tohit: +4

(Unarmed attack), to hit(+2), damage(1d3+2), critical(20/x2)
(Longbow), to hit(+4), damage(1d8), critical(20/x3), range(100 ft)
(Dagger), to hit(+2), damage(1d4+2), critical(19-20/x2)
Dagger(Thrown), to hit(+4), damage(1d4+2), critical(19-20/x2), range(10ft)
(Bombs, 4/day), to hit(+5), damage(1d6+3, splash), critical(20/x2), range(20 ft), DC14 Refex for 1/2, fire

------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Traveler's) 1 5lbs
Studded Leather 1 20lbs
Arrows (20) 1 3lbs
Longbow (3 lbs.)
Backpack (2 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175

--------------------------- Magic --------------------------
Alchemist Spells
Cure Light Wounds
Shield
Enlarge Person
Endure Elements