Wildborn

Azalia's page

999 posts. Alias of Zanbabe.


Full Name

Azalia

Race

Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) |

Classes/Levels

Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Gender

Maps Female

Size

Medium

Age

100

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint

Languages

Aklo, Celestial, Common, Elven, Draconic, Dwarven, Giant, Goblin, Infernal, Orc, Sylvan, Sign Language, Thassalonian, Varisian

Strength 22
Dexterity 26
Constitution 10
Intelligence 24
Wisdom 10
Charisma 14

About Azalia

Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 22 / T 18 / FF 16 | Fort +9 / Ref +19 / Will +10 |
CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck on magic traps) | Low-light Vision | Spells: 1st 6/6, 2nd 6/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect)

STR 22 (+6) [+2 from 8th and 12 level bumps, +6 from belt]
DEX 26 (+8) [+6 from belt]
CON 10 (--)
INT 24 (+7) [+1 from 4th level bump, +6 from Headband of Intelligence]
WIS 10 (--)
CHA 14 (+2) [+1 from 16 level bump]

BAB +10/+5 / Move Speed 30

=== Resistances ===
Fire Resistance 5 (alt racial trait)
Immune to Disease (periapt of health)
+3 to all saves (Sihedron Ring)

=== Weapons ===
Melee
+5 Keen Adamantine Scimitar (Legendary Item with a personality?)
Attack +18/+13 | Damage 1d6+8 +1d6 acid (gloves) | 15-20/x2 Critical (Keen) | Slashing

+1 Longsword
Attack +17/+12 | Damage 1d8+7 +1d6 acid (gloves) | 19-20/x2 Critical | Slashing
5d6 sneak attack, if applicable.

Alchemical Silver Dagger
Attack +16/+11 | Damage 1d4+6 +1d6 acid (gloves) | 19-20/x2 Critical | Piercing or Slashing | Range 10 feet
5d6 sneak attack, if applicable.

Ranged

+3 Adaptive Runeforged Dominant Holy Planar Starbow (Runeforged: Dominant/Commanding)

Attack +22/+17 | Damage 1d8+6 +1d6 acid (gloves) [+2d6 vs evil] | Crit x3 | Piercing | Range 110 feet

+5d6 Sneak Attack only possible within 30 feet.
[remember clustered shots, if applicable]
(+1/+1 if within 30 feet)
(Golembane scarab means NO DR vs Golems)
(+1 already added into attack from bracers of archery.)
Rapid Shot: one extra attack with a full round action, all attacks at a -2 (off max).
*Extra penalties for creatures that suffer in bright light, arrows give off light, look like shooting stars, and sheds light as a sunrod for 1 minute after it is shot.
**Ignores 5 points of DR against extradimensional beings/outsiders.
***Three times per day as a standard action, the wielder can use a starbow to fire a 30-foot-long cone of arrow-shaped bolts of radiance. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This damage bypasses damage reduction and energy resistance. A successful DC 18 Reflex save halves the damage. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute.
****Dominant/Commanding (opposes transmutation): A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon against transmuters and against creatures with the shapechanger subtype. As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.

=== Armor ===

Dex (+8)
+1 Mithral Chain Shirt (+5 armor)
Sihedron Ring (+3 deflection bonus to AC)

=== Traits ===
Deadeye Bowman [When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.]
Extremely Fashionable [+1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One is a class skill. Have to wear clothing and/or jewelry worth at least 150 gold.]
Paranoid [DRAWBACK] [Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.]
Scholar of the Ancients [+1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.]

=== Feats ===
Breadth of Experience [+2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.]
Clustered Shots [All ranged damage is totaled before subtracting DR.
Deft Hands
Eclectic [Additional favored class]
Martial Weapon Proficiency: Scimitar
Point-Blank Shot
Precise Shot
Rapid Shot

=== Special Abilities ===

Alarm Sense (Su) [Intuitive sense when within 10 feet of a magic trap. Functions as the trap spotter rogue talent.]
Canny Observer [Gain a +4 bonus to Perception checks.]
Elemental Resistance: Fire [Alt racial trait replacing Elven Immunities]
Elven Weapon Familiarity [includes longbow and longsword]
Evasion (Ex) [On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage.]
Fey-Sighted [Constant detect magic effect--racial trait replacement]
Impromptu Sneak Attack (Ex) [Once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).] (Goes up to twice/day at arcane trickster level 7.)
Low-Light Vision [Twice as far as humans in low light]
Ranged Legerdemain (Su) [Can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.]
Rogue Weapon and Armor Proficiency [armor is negated by my template]
Sneak Attack: 5d6
Trapfinding
Tricky Spells [Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.]

Skills:

182 skill ranks [4 +7 int +2 background +1 favored class = 14 per level]

+Acrobatics +27 |+8 Dex +16 rank +3 class skill
+Appraise +14 |+7 Int +4 rank +3 class skill
+Artistry +7 |+7 Int
+Bluff +23 |+2 Cha +16 rank +4 class skill +1 Extremely Fashionable
+Climb +22 |+6 Str +13 rank +3 class skill
+Craft: Fletching +11 |+7 Int +1 rank +3 class skill
+Diplomacy +22 |+2 Cha +16 rank +3 class skill +1 Extremely Fashionable
+Disable Device* +34 |+8 Dex +16 rank +3 class skill +1 Trapfinding +4 Deft Hands +2 Masterwork thieves' tools (also can disable from a short distance with the extenders)
+Disguise +13 |+2 Cha +8 rank +3 class skill
+Escape Artist +15 |+8 Dex +4 rank +3 class skill
Fly +8 |+8 Dex
Handle Animal* +3 |+2 Cha +1 rank
Heal +3 |+0 Wis +1 rank +2 Healer's Kit (also have antitoxin)
+Intimidate +7 |+2 Cha +1 rank +3 class skill +1 Extremely Fashionable
+Knowledge Arcana* +14 |+7 Int +1 rank +3 class skill +1 archetype +2 Breadth of Experience
+Knowledge Dungeoneering* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Engineering* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Geography* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge History* +14 |+7 Int +1 rank +3 class skill +1 Eldritch Scoundrel +2 Breadth of Experience
+Knowledge Local* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Nature* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Nobility* +9 |+7 Int +2 Breadth of Experience
+Knowledge Planes* +9 |+7 Int +2 Breadth of Experience
+Knowledge Religion* +9 |+7 Int +2 Breadth of Experience
+Linguistics* +18 |+7 Int +8 rank +3 class skill
+Lore: History of Magical Items +11 |+7 Int +1 rank +3 class skill
+Perception +25/+26 |+0 Wis +16 rank +3 class skill +2 racial +4 Canny Observer [+1 detect traps]
+Perform +2 |+2 Cha
+Profession: Fence +6 |+0 Wis +1 rank +3 class skill +2 Breadth of Experience
Ride +8 |+8 Dex
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
+Sleight of Hand* +27/+29 |+8 Dex +14 rank +3 class skill +2 Deft Hands [+2 to conceal nature of Thieves' ring]
+Spellcraft* +22 |+7 Int +12 rank +3 class skill
+Stealth +27 |+8 Dex +16 rank +3 class skill
Survival +0 |+0 Wis
+Swim +10 |+6 Str +1 rank +3 class skill
+Use Magic Device* +6 |+2 Cha +1 rank +3 class skill

Prepared Spells:

Caster Level 16 | Concentration +23 (Caster level + ability mod)
Spells per day come from Magus class.
Learn, prepare, and cast like a Wizard.

=== Zero Level === (DC 17)

Acid Splash
Chameleon Scales (Wild Magic 3/day as spell like ability)
Light
Mage Hand
Mending
Open / Close
Prestidigitation

=== First Level === (DC 18)
6 spells per day (including bonus from ability score)

Air Bubble
Burning Hands
Enlarge Person
Gravity Bow
Magic Missile
Snowball

=== Second Level === (DC 19)
6 spells per day (including bonus from ability score)

Create Treasure Map
Invisibility
Knock
Spider Climb
Summon Swarm
Web

=== Third Level === (DC 20)
6 spells per day (including bonus from ability score)

Burrow
Fireball
Fly
Gaseous Form
Water Breathing

=== Fourth Level === (DC 21)
5 spells per day (including bonus from ability score)

Arcane Eye
Black Tentacles
Dimension Door
Earth Glide
Greater Invisibility
Stone Shape

=== Fifth Level === (DC 22)
4 spells per day (including bonus from ability score)

Baleful Polymorph
Cone of Cold
Life Bubble
Teleport
Wall of Stone

=== Sixth Level === (DC 23)
2 spells per day (including bonus from ability score)

Disintegrate
True Seeing

Spellbook:

=== Zero ===

(all)

=== First ===

(all non-evil)

=== Second ===

Create Treasure Map
Invisibility
Knock
Spider Climb
Summon Swarm
Web

=== Third ===

Burrow
Fireball
Fly
Gaseous Form
Gentle Repose
Mad Monkeys
Rain of Frogs
Suggestion
Tiny Hut
Versatile Weapon
Water Breathing

=== Fourth ===

Arcane Eye
Black Tentacles
Claim Identity
Detonate
Dimensional Anchor
Dimension Door
Greater Invisibility
Make Whole, Greater
Stone Shape
Vicarious View

=== Fifth ===

Baleful Polymorph
Cloudkill
Cone of Cold
Life Bubble
Passwall
Permanency
Teleport
Wall of Stone

=== Sixth ===

Disintegrate
Form of the Exotic Dragon I
True Seeing

Equipment:

+1 Adaptive Undead Bane Longbow (9,315 gold)
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt of Strength +6/Dexterity +6 (from Karzoug's body)
Blanket (2) [1 gold]
Cold Weather Gear (8 gold)
Deliquescent Gloves (8,000 gold)
Grooming kit [1 gold]
Empty vials (10) [10 gold]
Explorer's outfit [free clothing for starting character]
Headband of Vast Intelligence +6 [from Vraxeris, belongs to party]
Ink pen [.1 gold]
Ioun Torch [75 gold]
Journal [10 gold]
Masterwork Manacles [50 gold]
Necklace of Adaptation (9,000 gold)
Periapt of Health [7,500 gold]
Portable Hole [20,000 gold]
Ring of Truth (cursed) ... bribe from the headmaster (not wearing)
Ring of invisibility (wearing)
Sihedron Ring [A Sihedron ring grants a +3 deflection bonus to AC, a +3 resistance bonus on all saving throws, and protects the wearer with a constant endure elements effect. At will, as a standard action, the wearer can use the Sihedron ring to change the appearance of his clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments.]
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spellbook [15 gold]
Spell component pouch [5 gold]
Thieves’ Ring [300 gold]
Trail rations (7) [3.5 gold]
Traveler's Any-Tool (250 gold)
Vest of Endure Elements (1,000 gold)
Vial of ink [8 gold]
Waterskin (2) [2 gold]
Waterproof bags (2) [1 gold]

________

Alchemical silver dagger (prize from the Desna festival)
+1 Longsword (party item)
Mithral Chain Shirt (got this enchanted, so now +1, but still belongs to party)
Golembane scarab (party item)
Belt of incredible dexterity +2
An ivory set of lesser bracers of archery
2 drayon-slaying arrows

Recent purchases that still need to be factored in to skills: healing kit with antitoxin, just in case. Restocked arrows, and masterwork thieves tools.

Current Wealth: 3,711.63 gold (updated 7/6/20 after buying cold weather gear, vest of endure elements, and necklace of adaptation)

Total Starting Equipment: 899.2 gold
Starting Gold: 900 gold

Background:

Azalia is a Forest elf from a very small community of elves that live in the forest outside Sandpoint. Her darker skin some say is a natural variation, but others think that she is corrupted with human or drow blood. While she wasn't exactly ostracized or excluded, and no one walked around making fun of her, it was still clear that she was different. Her parents were wealthy and she had pretty much whatever she wanted, except close friends... so she escaped into other hobbies instead.

Due to her unusual fey sight, one of those hobbies was magical items, which she studied extensively, and then started "borrowing" when she went to parties with her parents. At first she would return them after examining them, but some she would forget, and after finding several "borrowed" items in her rooms, she was severely scolded by her parents. Theft was just not something that was done in a close and trusted community. She wasn't only putting her own reputation on the line, but also theirs... the whole lecture. She returned the things carefully, and didn't borrow from parties anymore, but because she felt that her parents were also rejecting her, she started actually stealing... not intending to return anymore, and not justifying it as her hobby. She liked to study them still, but it had become bigger than that. Now she was lashing out at her parents and at her community.

Things would go missing, and she would be asked about it, and sometimes her rooms were searched, but they never again found anything in her possession. To make things easier on both her parents and herself (and to conceal items from time to time), she would take long walks in the forest, and occasionally encountered humans from Sandpoint from time to time, which didn't seem as bad as she had thought they would be. During one of her long walks she ran into Risa Magravy (before she went blind), and they became friends, sharing both a love for magic and a love for stories.

Her parents, alarmed that she seemed to be bonding with humans and not with her own kind, and not sure what else to do, encouraged to study magic formally, and sent her away to learn to be a Wizard. She studied the magic diligently, but never fully went back to feeling integrated with her community. When she graduated, she set up shop in the human community of Sandpoint rather than in her Elven community, both for the shock value, and because she honestly wanted to try living in a place that wasn't as confining.

She runs a small Relic, Curio, and Pawn shop, posing as an expert appraiser and collector, but she is actually more of a fence, buying and selling questionably-obtained relics and stolen merchandise (with the knowledge and approval of the local thieves guild). You can typically find her hanging out at Risa's place when she isn't running the shop or sleeping.