Kaleb Hesse

Alexin Alazario's page

45 posts. Alias of Destrina.


Full Name

Alexin Alazario

Race

Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6

Classes/Levels

Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

Gender

Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]

Size

Medium

Age

27

Alignment

Chaotic Neutral

Deity

The Lantern King

Location

Varisia

Languages

Common, Abyssal, Aklo, Azlanti, Infernal, Jistka, Sylvan, Thassilonian, Varisian

Occupation

Scarf Enthusiast

Strength 10
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 7
Charisma 14

About Alexin Alazario

Alexin Alazario
Male Human (Chelaxian) Witch 2 (Pathfinder RPG Advanced Player's Guide 65)
CN Medium humanoid (human)
Init +8 (+4 if Familiar is over 1 mile away); Senses Perception 0 (-2 if Familiar is out of arm's reach)
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +1; +1 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20) and
. . bladed scarf +1 (1d6)
Special Attacks hexes (cackle, evil eye, flight, misfortune)
Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—feather fall (self only)
Witch Spells Prepared (CL 2nd; concentration +7):
. . 1st—command (DC 16), command (DC 16), mage armor, snowball (DC 16)
. . 0 (at will)—detect magic, message, read magic, stabilize
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Statistics
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Str 10, Dex 14, Con 12, Int 20, Wis 7, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Deny the Reaper, Extra Hex[APG], Extra Hex[APG]
Traits exchange agent, reactionary, varisian tattoo
Skills Craft (tattoo) +12, Heal +0, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (nobility) +6, Knowledge (planes) +10, Linguistics +11, Perception -2 (Extra -2 to sight-based checks, extra +2 if familiar is in arm's reach), Sense Motive -4 (-2 if Familiar is in arm's reach), Spellcraft +10, Swim +4, Use Magic Device +6
Languages Abyssal, Aklo, Azlanti, Common, Infernal, Jistka, Sylvan, Thassilonian, Varisian
SQ oblivious, patron spells (trickery)
Combat Gear scroll of cure light wounds (x4); Other Gear haramaki, dagger, bladed scarf, ioun torch, sleeves of many garments, absinthe (per bottle), adventurer's sash, masterwork artisan's tools, backpack, masterwork, scarf, scarf, flint and steel, mask, scarf, ink, black, inkpen, mess kit, patchwork cloak, pocket watch, pocketed scarf, scarf, reinforced scarf, scroll case, spell component pouch, spell component pouch, wrist sheath, wrist sheath, yak, absinthe (per bottle), bedroll, blanket, winter, cart, cauldron, chest, medium, cooking kit, cot, familiar satchel, feed (per day), grappling hook, paper, scroll box, scroll case, silk rope (50 ft.), soap, trail rations, waterskin, 19 gp, 7.5 sp, 9 cp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deny the Reaper First aid as move action, no pen to treat deadly wounds without Healer Kit.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Misfortune (1 rd, DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Oblivious -2 to sight-based Perception checks.
Scroll of cure light wounds (x4) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Varisian Tattoo +1 trait bonus on saving throws against charm and compulsion effects.

Asmodeus the Hare (Familiar):

Reference Pic
Asmodeus
Rabbit (Pathfinder Player Companion: Animal Archive 0)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 6 (1d8-1)
Fort +1, Ref +5, Will +4
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Offense
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Speed 50 ft.
Melee bite -1 (1d3-4)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +2; CMD 8 (12 vs. trip)
Feats Run
Skills Acrobatics +3 (+7 to jump with a running start), Linguistics +0, Spellcraft +0, Stealth +15, Use Magic Device -2
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Abadar the Yak:

Abadar
Yak (Pathfinder RPG Bestiary 0)
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
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Defense
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AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
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Offense
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Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
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Statistics
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Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Tricks Come, Heel, Stay, Work
Skills Perception +8
SQ come, heel, stay, work
Other Gear absinthe (per bottle), bedroll, blanket, winter, cart, cauldron, chest, medium, cooking kit, cot, familiar satchel, feed (per day) (5), grappling hook, paper (10), scroll box, scroll case, silk rope (50 ft.), soap, trail rations (5), waterskin (2)
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Special Abilities
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Come [Trick] The animal will come to you on command.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Heel [Trick] The animal will follow you.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Appearance:

A good starting point for Alexin's appearance
Alexin Alazario is a tall, wisp thin man in his late 20s. He has shoulder length blonde hair, but doesn't wear facial hair. His heavily tattooed skin is pale even for a Chelaxian. He wears garish clothing in a riot of colors, especially varying shades of red, gold, blue, black, and silver. Alexin's face is usually covered with a red domino mask with a golden crescent moon design on it. His already unmistakable appearance is further etched into one's mind by the 7 different scarves he wears, some draped about his neck, others loosely tied to his limbs or about his waste, and one carried. The scarves are all different colors and patterns, often clashing in eye-wrenchingly spectacular ways.

Personality:

Due to a past experience, Alexin's mind is rather broken. He no longer cares about most other people and is generally oblivious to them unless he has some kind of relationship to them, or they are threatening or annoying him in some way. He doesn't go out of his way to harm others, but he has no moral compunction against it if that seems to be the most efficient way to achieve whatever goal he's after. One thing that is sure to draw Alexin's attention is conflict. Whether it's a shouting match, a melee, or spells being thrown, from the moment he notices it, Alexin is enraptured. His reaction to being enraptured is rather strange though: Alexin constantly giggles, like a child having the time of his life. The only time this giggling stops is for a brief moment when he casts a spell or uses a hex. The sudden change from giggling to intense concentration and back tends to unnerve people.

Those who count themselves as Alexin's companions find it to be a blessing with barbs. He is exceedingly loyal, and brilliant. He knows over half a dozen languages and stupid little details of as many different subjects of knowledge and his magical powers severely debilitate his enemies. There is a price, however. He's a rather unnerving and strange person to be around, and then there's the jokes. Alexin, for whatever reason, loves practical jokes, usually really stupid practical jokes. Whether it's throwing half a waterskin on you for no apparent reason, tripping you, or standing over you while you sleep just to see your reaction when you wake up, he cackles with glee at the 'amazing pranks' he pulls.

Back Story:

Alexin Alazario was born to a branch of the minor noble House Alazario in Cheliax. His youth spent in the libraries of noble houses and academies in Egorian, the young nobleman trained hard to take over the house from his father when the time came. Now 20 years old, Alexin was one of the most popular young men in the capital, good looking, intelligent, heir of a noble house.

Everything seemed like it could only get better for him, and then bad things started happening all over the world. A Runelord returned. A meteor crashed into Kyonin. Tar-Baphon returned. Even more problems arose, but for Alexin the was that civil war struck Cheliax. Noble families were targeted in the early battles and riots, and House Alazariom being much smaller and less wealthy than the major Houses, was a prime target. The day it happened, Alexin was at the academy, studying as usual. He returned home to a grisly sight. His parents hung from the fence around the manor. His half dozen siblings slain in a variety of gory ways. Some merely cut down, while others were eviscerated or literally torn apart. The servants and animals were similarly brutalized. Alexin's mind broke. He fell to his knees in the gore and depravity, half sobbing, half laughing at this farce the world was revealed to be. He strode out of the city, his face a bloody mask, his once fine clothes stained with mud and blood. It was the last time he was seen in Egorian.

Over the next year Alexin traveled about Cheliax, and only one event of consequence happened to the young Chelaxian, though it was probably the second most significant event in his life. His madness manifested into a magical awakening. Few people would actually believe that a common hare had an empathic link with them, even fewer would believe that they could gain magical powers from said rabbit. Alexin was in a frame of mind to believe both of these things. As his power grew, the young man traveled west, eventually falling in with a Varisian caravan. Utterly fascinated by their tattoos, Alexin studied the art, becoming quite the artisan. Their manner of dress similarly fascinated him, especially their bright colors and scarves. Eventually, in Korvosan Varisia, Alexin grew bored with the caravan and struck out on his own, taking a yak drawn cart with him.

Alexin's meandering managed to lead him past the Runelord's border patrols unscathed. The former noble arrived in Magnimar, living there for the next year, eventually attracting favorable attention from the Cyphermages by doing a few 'odd jobs' (killing people) for them. Finding his skills acceptable, the Cyphermages extended a formal offer of membership to Alexin, which he accepted. He most recent assignment took him far from the City of Monuments, but he's just returned to Heidmarch Manor.