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Tulrin Endessell

Zaladrel Orain's page

458 posts. Alias of PirateDevon.


Full Name

Zaladriel Adzurazuradzanri Orain

Race

Elven (Mierani Forest)

Classes/Levels

Cleric 2 / Inquisitor 1

Gender

Male

Size

Medium - 6'3" - 138lbs

Age

146

Special Abilities

See Below

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint via Varisia at Large

Languages

Elven, Common, Draconic, Varisian, Celestial

Occupation

Cleric, Adventurer, Fortuneteller

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 18
Charisma 12

About Zaladrel Orain

Appearance:
Zaladrel is tall, thin and fair like many of his people. His eyes are a vibrant sea green color and his hair tends to almost golden white which he keeps long and generally loose though he often ties it back when he knows hard work or fighting is on the way.

Zaladrel favors a less than subtle outfit of swirling black, blue, purple and white clothing layered about his armor in the style of many Varisians. In many ways he looks more the caravan member than a cleric but he wears his faith proudly as his scarf and well kept silver symbol of Desna loudly proclaim his faith and allegiance.

Personality:
Zaladrel tends towards smiling though in moments of thoughtful contemplation he can seem distant as those who try to understand the planes and heavens often do. He is quick to return however and his thirst for travel and his love of gambling and music generally keep him in high spirits.

As many elves go Zaladrel is more youthful and engaged and even impatient though this is in comparison to elves and so can still seem quieter and more thoughtful than companions from other races. In general Zaladrel strives to be warm and compassionate, offering aid where he can and stories and fortunetelling where he is welcome.

Like many followers of Desna Zaladrel can be vocal about his commitment to the principles of liberty and freedom that the open road thrives on. To this end Zaladrel will not hesitate to fight those who seek to rob others of their goods, freedom, or lives and can be vocal when he feels that a situation or authority is being too restrictive. He does however try to temper his feelings with wisdom and acceptance so he is mostly able to keep himself out of trouble.

Biography:

Zaladrel Orain was born to auspicious omens in sea side village of Arsmeril. Shooting stars and a full moon heralded the coming of Zaladrel as the mystic women and clerics worked about their business. It was as though the goddess Desna had painted the night time sky in celebration, or so Zaladrel's grandfather, Araisel, had told him. Yet for the first few years of his life, Zaladrel found it hard to believe that his life would be anything but cursed.

Zaladrel's mother was taken in his birth; the pregnancy was troubled and the strain too much to bear. A few years later Aroden fell and Zaladrel's grandmother succumbed to a curious and tenacious sickness brought on by the myriad storms that wracked the world when the immortal god seemed to end. In the period of confusion that followed, tensions arose and conflict marked the Mierani forest.

In his first 70 years Zaladrel lacked focus or enthusiasm. The despondency of his loss was made even greater when his father died as part of an expedition to Celwynvian, an ill fated event that cost the village many of its warriors. Moving from magical study, to academics to training in art, histories, and music Zaladrel found no satisfaction. The loss of friends like Namuril Xae-Tal who left the village in the aftermath of the Celwynvian expedition, further proved to alienate Zaladrel from his people and cast doubt on his future.

Further attempts were made to press Zaladrel to work at his skills in woodcraft or ranging, glass working or fishing. All such efforts fell short and soon Araisel believed that despite living amongst his own kind, Zaladrel might yet become Forlorn like those elves who lived in far off lands cut off from the rich and thoughtful lives of elves. Araisel had once adventured however and so he came to formulate an unconventional solution.

Having ventured from Mierani Forest, Araisel had knowledge of the Varisian caravans, enthusiastic vagabonds who traded and travelled across the lands and though the humans could be abrasive they shared a common dedication to Desna that Araisel thought might prove useful. The village held too much turmoil and doubt so Araisel sought a different path so he might change Zaladrel's path towards despondency.

Taking up his grandson Araisel took Zaladrel out of the forest and offered him a life amongst the vibrant colors, bawdy singing and mystic secrets of the Varisians. Where as the Desnan faith was deep and contemplative amongst the elves: among humans that faith was more a celebration for the road and the freedom that came with it. For ten years the elves travelled about Varisia seeing Korvosa and Magnimar, Sandpoint and Riddle port and for those ten years Zaladrel worked odd jobs and odd hours. He learned the ways of the caravan from his companions and studied by candlelight the ancient histories and traditions of the elven people.

Zaladrel developed a wide knowledge and an uncanny ability to pick up any job quickly. The liability of a lacking focus became a tool in the life of the caravan and Zaladrel always found ways to make himself useful. As the years moved on Zaladrel came to appreciate the Desnan connection to the caravan and the human appreciation for change and loss. Zaladrel became hungry in his faith, and that faith was soon tested.

Upon his 95th birthday Zaladrel found his grandfather wan and weak. It was his time soon, the elder elf explained, and he wished to see his home one last time before moving on. Leaving the caravans they travelled back to the forest. The elder elf soon passed on and Zaladrel was still a young one and without a sure footing. Still humming with all that he had learned, Zaladrel took up with the clerics of Desna and threw himself into the faith.

The elves of Arsmeril often were put off by the heightened enthusiasm and vibrant demeanor of the elven boy that they had known to be listless and quiet. Yet many amongst the clergy and the people saw that Zaladrel's enthusiasm was renewed and put his energy to good use. Over the next few years Zaladrel would learn of Desna's secrets, traveled to the ranger camps and the village of Crying Leaf and learned what purpose and value a true cleric of Desna could offer a community and the travelers on the road. Despite all this Zaladrel still felt ill at ease and as soon as his rites of ritual were complete, he set out on the road and out of the forest.

For all the knowledge that he carried with him however, and for all the wisdom that he had cultivated, Zaladrel was still naïve. It was not long after leaving the forest that Zaladrel came across a caravan of carts and travelers that seemed none to happy to find an elven cleric wandering the roads. These travelers were Scarzini and saw an opportunity to strip this wandering fool of his money and gave some thought to pressing him into slavery on some far flung market were it not out of there way. Stripping Zaladrel of his possessions they threw the elf into the wild, laughing as they rode off down the road.

With no supplies and no food Zaladrel took to wandering the country side eager to find a settlement. Despite his best efforts his spells could not sustain his hunger and his skill could not inform his route. After many days of wandering with no food and no clothing a fever overtook Zaladrel and soon thereafter he lost all presence of mind to summon himself water. Depleted and starving Zaladrel wandered the woods and the road amidst a fevered haze of false visions and chaotic veering stumbling down hillsides and creek beds that further battered his frail and failing body.

Laying face down in a dried up ditch, the last of his wits and energy failing him, Zaladrel heard a sweet and singing voice surround him. Taken up into the sky Zaladrel flew towards the sun, the voice turned to many, the brightness faded to darkness and sleep engulfed him in a warm embrace as he knew that he had been brought Desna's bosom to forever be safe and cared for.

Zaladrel awoke some hours later in a covered wagon adorned with fanciful colors and fabrics, smelling of sweet incense and warmed by soft lantern light. Adjusting to the surroundings Zaladrel body ached and his head pounded. After a few moments had passed Zaladrel realized he was not alone and saw a woman of dark complexion and a warm smile. Koya Mvashti was her name and it was her voice, not Desna, that had called to him in his fevor.

Zaladrel and Koya spoke at length. She told him of an ominous harrow reading and a dream of swallowtail butterflies that led to this place in the country. Zaladrel spoke of his anxiety and his love of the road. A bond was forged in the lantern light that night and Zaladrel found in Koya a sort of maternal figure he had never quite known.

As the years have passed Koya and Zaladrel have been frequent allies and friends, sometimes in the same caravan and sometimes simply greeting each other warmly as their respective groups passed each other by. Zaladrel has occasioned Sandpoint many times to experience the drinks of the Rusty Dragon, the beauty of the chapel and awe inspiring clarity of Madame Mvashti's gifts. Even more recently Zaladrel has found Sandpoint harbors old friends like Namuril who seem from a lifetime ago. All in all Zaladrel has found peace in aiding the traveler, working the caravan roads and is eager to see what new adventure Desna might have in store for him next.

Combat:

Normal AC: 17 (Studded Leather, Med. Steel Shield, +2DEX)
Flat Footed AC: 15
Touch AC: 12

HP 17

Speed: 40

Initiative +2

BAB: +1
Ranged: +3
CMB: 0
CMD: 12

For: 5*
Ref: 2*
Wil: 9*

+2 versus enchantment effects


Feats and Traits:

Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Varisian Wanderer:Profession (fortuneteller)- You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Rescued[Koya]:You gain a +1 trait bonus on all attack rolls against foes that threaten your savior. You gain a +2 trait bonus whenever you use cure spells to heal damage.

Judgement SurgeOnce per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.


Skills:

[ranks + trained + ability modifier+Misc](Misc explained)

~CLASS~
Appraise 0+0+2(Int)= 2
Bluff 0+0+1 (Cha)= 1
Climb 1+3+0(Str)-1(armor)= 3
Craft 0+0+2(Int)= 2
Diplomacy 1+3+1(Cha)= 5
Disguise 0+0+1 (Cha)= 1
Heal 1+3+4(Wis)= 8
Intimidate 0+0+1 (Cha)= 1
Knowledge (Arcana)2+3+2+2 (BOE)(Int)=9
Knowledge (Dungeoneering) 1+3+2+2 (BOE)(Int)=8
Knowledge (History)1+3+2+2 (BOE)(Int)= 8
Knowledge (Nature) 1+3+2+2 (BOE)(Int)=8
Knowledge (Nobility)0+0+2 (BOE)(Int)= 2
Knowledge (Planes) 1+3+2+2 (BOE)(Int)=8
Knowledge (Religion)1+3+2+2(BOE)(Int)= 8
Knowledge (All Others)0+0+2(Int)= 2
Linguistics 1+3+2(Int)= 6
Perception 1+3+4+2(Wis)= 10
Profession (Fortuneteller)1+3+4+2(BOE)+1(VW)(Wis)= 11
Profession (All Others) 0+0+4+2(BOE)= 6
Ride 0+0+2(Dex)-1(armor)= 1
Sense Motive 1+3+4(Wis)= 8
Spellcraft 3+3+4(Wis)= 10 (12 to determine magic item properties)
Stealth 1+3+2(Dex)-2(armor)=4
Survival 1+3+4(Wis)= 8
Swim 0+0+0(Str)-1(armor)= -1

~NON-CLASS~
Acrobatics 0+0+2(Dex)-1(armor)= 1

Class Features:

Channel Energy: 1d6 4 Times Per Day
Spontaneous Casting: The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Judgement: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. See here for full details.

Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze:Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

[Domains [Subdomains Used]: Travel [Exploration]* & Liberation [Freedom]

Powers Granted:

Travel Domain:Increase your base speed by 10 feet.

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

*Selected as Inquisitor Domain, levels stack for purposes of determining abilities and bonus spells.

Spells per Day (Cleric):
Cleric
0- 4
1 - 3+1 (+1 SPD due to high Wis)

Spells Known/Per Day (Inquisitor):
Known
0- 4 [Acid Splash, Sift, Light, Detect Magic]
1- 2 [Lend Judgement, Wrath]

Per Day
0 - ∞
1 - 2 (+1 for High Wisdom)

Equipment:

Studded Leather
Scarf
Silver Holy Symbol
Explorer's Outfit

Short Bow
Longsword
Starknife
18 arrows

Backpack
3 Candles
Flint and Steel
Waterskin
Whistle
4 Days Trail Rations

3pp - 419 gp - 719sp - 7cp

Current lbs Carried: approx 47 Currently at Medium Encumbrance

Misc:

Standard Travel Spell Selection:
0 - Purify Food and Drink, Mending, Create Water, Spark
1 - Longstrider, Enhance Water, Dancing Lantern, Ant Haul

Standard Adventuring Spell Selection:
0 - Guidance, Read Magic, Stabilize, Detect Poison
1 - Sanctuary, Bless, Protection From Evil, Obscuring Mist

RE: Medium Encumbrance- You need to either drop the sword or the bag, knife and bow.


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