Keeper Myre

Andrezi Neiros's page

36 posts. Alias of marconi.


Full Name

Andrezi Neiros

Race

Human

Classes/Levels

Sorcerer 4 | Init +6 | Per +4 | AC 12 | Touch 12 | Flat 10 | HP 25/25 | F +2 | R +3 | W +4 | CMD 12

Gender

Male

Size

Medium

Age

25

Alignment

CG

Deity

Acavna

Location

Mwangi jungle

Languages

Common, Polyglot, Aklo

Occupation

arcane weaver, scout, diplomat

Strength 7
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 23

About Andrezi Neiros

Male Human Sylvan Sorcerer 4
XP 12 600
CN Medium humanoid(human)
Init +6; Perception +4

Defense & Offense:

DEFENSE
AC 12, touch 12, flat-footed 10(+2 Dex)
hp 25
Fort +2, Ref +3, Will +4

OFFENSE
Speed 30 ft.,Woodland stride
Ranged masterwork crossbow (light) +5(1d8/19-20)
Melee spiked gauntlet +0(1d4-2)

Sorcerer spells known (CL 4th, concentration +10):
2nd (5/day)—glitterdust (DC 18)
1st (8/day)—grease (DC 17), mage armor, magic missile, vanish, entangle (DC 17)
0 (at will)—detect magic, detect poison, light, mage hand, read magic, spark (DC 16)

Statistics:

STATISTICS
Str 7, Dex 14, Con 12, Int 14, Wis 10, Cha 23
Base Atk +2; CMB +0 CMD 12

Feats Eschew Materials, Additional Traits, Boon Companion, Improved Initiative

Traits Enemy of my enemy, Nomadic(survival), Jungle guide(handle animal), Devotee of a dead god(diplomacy)

Favored Class bonus HP+3, extra spells(level 1)

Skills
Acrobatics +2, Appraise +6, Bluff +10, Diplomacy +12, Disguise +6, Escape Artist +2, Fly +2, Handle Animal +11, Intimidate +11, Knowledge (Arcana) +7, Knowledge(Geography) +2, Knowledge (Nature) +7, Knowledge(Religion) +2, Perception +4, Ride +2, Spellcraft +6, Stealth +2, Survival +6, Use Magic Device +12

Languages Common, Polyglot, Aklo

SQanimal companion, bonus feat, bonus sorcerer spell, cantrips, skilled, sylvan (wildblooded fey) bloodline, weapon and armor proficiency, woodland stride

Gear:

Bolts(40)
Backpack(masterwork)
Headband of alluring charisma(+2)
Mwk. Crossbow(light)
Outfit(hot weather)
Gauntlet(spiked)
Hourglass(1 hour)
Compass

remaining funds:1252 gp

Special Abilities:

SPECIAL ABILITIES
Additional Traits You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
Animal Companion (Ex) You gain an animal companion. Your effective druid level for this ability is equal to 1.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Boon Companion The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sylvan (Wildblooded Fey) Bloodline Your ties to nature have more to do with creatures than with capriciousness.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Woodland Stride (Ex) You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Animal Companion:

Kogor
Male companion Ape
N Large animal
Init +3; Senses low-light vision, scent, Perception +5

DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 35
Fort +6, Ref +7, Will +2
Defensive Abilities evasion;

OFFENSE
Speed 30 ft., climb 30 ft.
Melee Bite +7(1d6+8), 2 claws +7(1d6+8)

STATISTICS
Str 22, Dex 16, Con 14, Int 3, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 23

Feats Power attack, Toughness

Skills Acrobatics +3, Climb +18, Escape Artist +3, Linguistics(Common) -3, Perception +5, Sense Motive +1, Survival +1, Swim +10

Languages Common(can't speak)

SQ bonus tricks, link, low-light vision, scent, share spells,

Gear
Backpack(masterwork)
Tent(medium)
Rope(hemp/50ft.)
Bedroll(medium)x2
Rope(silk/50ft.)
Survival kit(masterwork)
Grappling hook
Blanket
Blanket(winter)
Fishing kit
Hammock
Lanternt(bullseye/waterproof)
Butterfly net(large)x2
Candle lamp
Oil(pint flask)x10
Oldlaw whiskey(bottle)
Rations(trail/per day)x50
Candlesx10
Meditation tea
Waterskinx4

Animal Tricks Attack[all], Down, Defend, Stay, Flank, Fetch, Guard

SPECIAL ABILITIES
Bonus Tricks 2
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Backstory:

Andrezi grew up in the slums of the Sargavan capital Eleder. His mother was native-born, and his father a descendant of Sargavan colonists. Their relationship was kept a secret, because his father, Entreos Andrezi, was a high ranking scout master in the Sargavan military, while his mother was just another low-life native in the eyes of the government. However, Entreos saw the potential in his mother (later it would turn out she had a certain magical connection to nature, as her ancestors were tribal witches and shamans, before they were purged from the lands). They managed to keep their love a secret,and eventually, Andrezi was born.

As he grew older it was becoming increasingly difficult for his parents to maintain their relation in secret, and young Andrezi barely knew his father. His mother raised him with the values of both of his heritages. At a young age she recognized his magical talents, and taught him in the arts that her ancestors passed down for generations. She also was a very kind and gentle person, and much of this he inherited in his character, albeit being impulsive at times, and not giving much heed to authority.
This opposition to authority lead him to ignore his mothers wishes (due to the fact that she was trying to hide him from the eyes of the Sargavans) and explore the streets of his hometown, Eleder. But the city itself did not interest him as much as the jungle, as he always felt a strange connection to it, sometimes almost hearing the jungle calling for him.

When he finally dared to venture into the forest, a whole new world opened for him. He felt at home. And although his magical ability was arcane in nature, he also possessed a certain divine connection to nature, often times roaming alone for hours, exploring. But the jungle holds its own dangers, and on one such occasion young Andrezi was attacked by a preying panther. He tried to use some minor tricks he knew, and used his small size and quickness to try to escape, but it was not enough, and the panther cornered him to a tight spot. Andrezi stood there, facing the panther, fear in his eyes. Just as the cat was about to leap at him, an ape jumped the panther from a tree above, biting and slashing at it with his claws. Soon the attacker was fleeing, and Andrezi has gained a new friend, one who will in time become his faitful friend and protector, who he named Kogor the jungle ape.

Nobody knew about Kogor, not even his mother, although she suspected something was fishy, but she also knew that somebody was protecting her son on his adventures in the forest. This was enough for her.
Eleder was always a turbulent coastal city, with a clear distinction of races, on one side the wealthy colonists and their companies, and on the other side the vast majority of empoverished natives and immigrants, living in the slums on the outskirts of the city. Living there he learned about the fights of the commoners, and their eternal struggle to survive, as well as the dangers of such a life. The plights of his people are something that he carries in his heart every day, yearning to one day change this and liberate all of Mwangi from opressive governments and slavery.

Years passed by, with Entreos occasionally visiting his family in secret. He was quite impressed with his young son, because in spite of his small, thin stature, he was very resourceful and handled himself very well. Much of this he could thank to his son's natural tendency towards communication with people, even strangers, and often times he would bring out smile or two from just about anybody, his father included. Even at that age he also possesed certain cantrips, which were a reflection of his innate arcane powers. Of course, at the time his father did not know about his secret pet, but this would change in time, and being a ranger, he had no issue with accepting Kogor as a companion and protector of his son.

The deciding moment for Andrezi's life occurs when a political enemy of Entreos finds about his secret life and his magicaly gifted son through a spy network. This politician then blackmails him into Andrezi being drafted into the army, in a special team of spellcasting spies, scouts and diplomats.

Reluctantly, he is forced to accept the deal, as he is involved in an almost decade long battle against the cult of Nergal, which operates from the jungle and is a long-time threat to the whole region. They were very close to finally making a crushing blow against this fiendish enemy, and he did not want to fail, being so close to the goal.
And so, Entreos is forcefully brought into service at the age of 14, and there trained in the arts of subterfuge and combat. He got the chance to see and speak to his father at times, when their military duties met. Here is where he found out about the demon Nergal and his corruption on nature and people, and he found this to go against his innate senses. Eventually they actually served together in several raids and interventions. When he was drafted, meeting with Kogor became more difficult, as the city folk and the Sargavans would react poorly to having an ape in court, but he always managed to find the opportunity to meet with his friend out in the jungles, under the cover of darkness.
As he grew older, he exhibited more and more influence over people, and his magical aptitude grew in training. Soon he would become a higher ranking officer, commanding a small force of magically gifted casters, joining expeditions into the wild and aiding them in missions, and also acting as a diplomat in handling the various races and nations of the Mwangi. This also gave him the opportunity to join his father on a few missions, and using his own and his father's influence he managed to secure Kogor's aid while in the wilds.

Several years have passed , until a significant moment in his life:his father's scouting party was ambushed by a powerful cultist and his minions, during one of their routine patrols. It would have been a somewhat easy battle for them, until the powerful cultist unleashed a summoning spell, which brought upon them a horde of fiends, ultimately slaying them all.

A crushing blow to Andrezi, and soon after he found out through his connections in the military, that Entreos was set up by his enemies in the government, and that they were in lieu with the same cultists they were supposed to fight. Enraged and disappointed, soon thereafter he used his connections to quit the military, and returned for a while to his home and mother.

This was a difficult period, as he fell into a depressed state of powerlesness and disappointment with the government and people, and a burning anger towards the cult of Nergal. His only friend during this time was Kogor, who was always a faithful friend; during this time Andrezi often talked to the ape, realizing that he became more than an average monkey, both in size and intelligence. This even allowed him to teach the ape to understand the common language, so that they could communicate and coordinate better.

But then came the dreams, and visions, of a long dead and forgotten godess, one who promised him vengeance and a chance to help his people. At first he was unsure of the nature of these images, and whether they were real or another magical trick by his enemies. In time however, with the aid of his connections around Sargava, he found out about a certain group of people with similar goals and visions as his. This was confirmation of the authenticity of his dreams, and he finally felt alive again, a burning desire to restore this newfound deity and create a group independent people who could bring change in the region. The rest is history...