Raistlin

Azaraunt's page

466 posts. Alias of Skorn.


Full Name

Azaraunt

Race

Elven

Classes/Levels

Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Gender

M

Size

M

Age

70

Special Abilities

Teleportation Subschool

Alignment

LN

Deity

Bah

Location

Tsar

Languages

Many

Occupation

Wizard and Pathfinder

Strength 10
Dexterity 20
Constitution 13
Intelligence 25
Wisdom 18
Charisma 12

About Azaraunt

Background:

Born into a minor noble's family of the Thrice Damned House of Thrune, Azaraunt had few options growing up. Of course he would serve at court. Of course he would train with sword and bow. And of course, when of age, he would enter the Scarlet Tower and study the arcane. Rejecting Necromancy made some wonder about the elf's future, for many Chelaxian wizards embraced those dark arts. But Azaraunt had a flare for conjuration and a passion for the spacial study of teleportation. His gift was so strong that his masters condoned his focus and allowed him to neglect the necromantic arts.

Service was a way of life. Honor bound to many masters, he did his duty, seldom having time for personal interests and never an actual hobby. Life at court was intrigue and he honed his tongue speaking with nobles and ambassadors and devils. While much of the nation seemed to bow down to these diabolic outsiders, Asaraunt considered them tools; both powerful and dangerous. He tackled the study of religion as zealously as all his other subjects but for his it was purely an academic field. Sure the gods had powers to grant, but they were fickle and seemed to dole it out in thimbles. Better to trust in your own powers and so never be disappointed.

A summer fling with an older human woman lead him to higher station when that woman's house rose and she became one of a handful of powerful Paracountesses. By strange luck she was given responsibility for the Chelaxian arm of some upstart band of adventurers known as Pathfinders. And when the Paracountess asked him to join up to "keep an eye on them" for her it became just one more of those duties he could never say no to. But it was good for Azaraunt as it showed him life away from court and the Scarlet tower; away from Chelaix itself. This was education of a different sort, and had him questioning some very deep tenants. He still sees Cheliax as the best nation of the world and enforced lawfulness as a superior way to live, but he is seeing other ways for the first time in his role as a pathfinder. His education continues.


Description:

Azaraunt is a typical elven wizard in appearance by most accounts. His eyes are lavender. His skin is fair. His blond hair is long. He is of average height for an elf but is slightly more comely, considerably more agile, and significantly more intelligent. He prefers to dress in Chelaxain house colors with robes of deep red tripped in black. The heraldry of his garments mark him of the Thrice Damned House of Thrune and a minor signifier of the Hellknights. He wears a finely crafted long sword of elven make on his belt, a Pathfinder Wayfinder on his chest, and a masterwork elven long bow over one shoulder. He is often seen with a Raven on his right shoulder.

Party Role:

Azaraunt is a 7th level Arcane caster. His one level of Diabolist complements his Chelaxian background and grants him an Imp animal companion (see below) while not detracting from his spell progression. He is equipped to deal with evil outsiders, with elven Spell Penetration and both his Diabolist and trait bonuses to to Bluff (+11), Diplomacy (+9), Intimidate (+9), and Sense Motive(+10) checks. Keep in mind that these are dump skill for many wizards.

His spells are geared towards buffing the party, controlling the battlefield, and personal survival. His Bonded Item (a ring, which is hard to loose) increases his versatility by allowing him to cast any spell from his considerable spellbook once a day. With a speed of 30 and ten 15' shifts a day as swift actions he is very mobile. He even has a stealth skill of +12. His initiative is +11 so he will often be able to act before the enemy. His perception is good at +11. Combine that with Darkvision and he will be surprised less than most arcane casters. He has superior knowledge skills (Arcana +16, Dungeoneering +13, Engineering +13, History +13, Local +13, Nature +13, Nobility +13, Planes +17, Religion +15, and Spellcraft +16/18) ) which will help the party know the information they need and understand what they are fighting.

When he does need to fight he is an accomplished summoner with Augmented Summoning and the Conjuration ability of making his school spells last considerably longer. Due to his high Int his DCs for his spells equal spell level +7, and Spell level +8 for Conjurations (examples are Glitterdust is DC20, Acid Pit is DC22). A 20 dexterity means his touch AC is 15, and his buffed AC is 23 (Shield and Mage Armor). It also means he can hit with ranged attacks include both his ray spells and his masterwork longbow. And finally, with Craft Wondrous Item and Scribe Scroll he can help craft and upgrade items for the party in any downtime, increasing the readiness of the group.

His Imp companion can cast invisibility on himself at will, fly, and assume the form of other creatures (Spider, rat, boar, or raven) at will. Combine that with its high AC (26 with Mage Armor), DR, resistances, and good hit points and it becomes an excellent scout. It possesses Darkvision 60 ft., detect good, detect magic, see in darkness, and perception +10. With Deathwatch, telepathy, and the ability to use healing wands its excellent at battlefield triage and minor buffing. Its telepathy (50 feet) (Su) communicate telepathically if the target has a language, helps keep the party linked and communicating silently when needed.

Male Elf Diabolist 2 Wizard 6
LN Medium Humanoid (elf)
Init +11; Senses Darkvision; Perception +12(+14 Evil Outsiders)
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Defense
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AC 20/24, touch 16, flat-footed 15 (+5 Dex. +4 Armor from Mage Armor, +1 Ring)/24 if Shield is cast
hp 46 (8d6+8)
Fort +6, Ref +11, Will +7; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
Weakness: Light Sensitivity
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Offense
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Speed 30 ft., Shift (15') (10/day)
Melee Masterwork Cold Iron Longsword +7 (1d8/19-20/x2) (+9, with +2 damage vs Evil Outsiders) and
Silver Dagger +6 (1d4-1/19-20/x2) (+8, with +2 damage vs Evil Outsiders)
Ranged Masterwork Longbow +12 (1d8/x3) (+14, with +2 damage vs Evil Outsiders)
Wizard Spells Prepared (CL 7, 3 melee touch, 8 ranged touch): (+2 attack, +2 damage vs Evil Outsiders)
4 (4/day) Detect Scrying, Summon Monster IV, Black Tentacles
3 (5/day) Stinking Cloud (DC 21), Haste (DC 20), Flame Arrow (DC 20),Fly, Sleet Storm
2 (6/day) Resist Energy (DC 19), Scorching Ray, Flaming Sphere (DC 19),See Invisibility, Invisibility, Glitterdust, Enforced Environment
1 (7/day) Liberating Command, Magic Missile, Magic Missile, Mage Armor (DC 19), Protection from Evil, Shield, Web Bolt
0 (at will) Acid Splash, Detect Magic, Dancing Lights, Detect Poison
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Spells Cast/Resources Used
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Mage Armor, Detect Scrying, Acid Pit
Symbol of Mirroring on Robes - Can activate

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Daily, and Other Buffs.
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Mage Armor - Extended - Cast upon waking
Enforced Environment -Extended - Cast half way through the day
Detect Scrying - Cast upon waking
Protection from Arrows - 1 hour/level - sometimes
Symbol of Mirroring on Robes -Cost 100 gp
Can cast Greater Magic Weapon - +2 for 8 hours
Slipstream is a good spell while on the boat - 10 mins per level
At night every night- Rope Trick to sleep in, hiding the rope, with other ropes when present - with Mages Faithful Hound in room/area of entrance

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Spellbook:

Level 0
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Haunted Fey Aspect
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scrivener's Chant
Spark

Level 1
alarm
animate rope
Ant Haul
Burning Hands
color spray
comprehend languages
Crafter's Fortune
disguise self
Ear-Piercing Scream
Enlarge
Feather Fall
Gravity Bow
grease
hypnotism
Infernal Healing
Liberating Command
mage armor
magic aura
Magic Missile
magic weapon
magic missile
Obscuring Mist
Protection from Evil
shield
Silent Image
shocking grasp
sleep
Web Bolt
Windy Escape

Duplicates:
Comprehend Languages
Grease
Mage Armor
Shield
cat's grace
Invisibility
mirror image
scorching ray
fly
haste
lightning bolt
slow
arcane eye

Level 2
Aboleth's Lung
alter self
acid arrow
bear's endurance
blur
Blood Transcription
Cat's Grace
Darkvision
Enforced Environment
Flaming Sphere
Fox's Cunning
Glitterdust
Knock
magic mouth
Mirror Image
misdirection
phantom trap
Protection from Arrows
Resist Energy
Rope Trick
scare
Scorching Ray
See Invisibility
Slipstream
Symbol of Mirroring
Web

Level 3
blink
Chain of Perdition
daylight
deep slumber
Dispel Magic
displacement
Fireball
Flame Arrow
Fly
Haste
illusory script
invisibility sphere
Lightning Bolt
madness
Magic Circle Against Evil
Magic Weapon, Greater
major image
Phantom Steed
Resist Energy, Communal
Sleet Storm
Slow
Stinking Cloud
Summon Monster III
Wind Wall

Level 4
Acid Pit
Arcane Eye
Black Tentacles
confusion
Detect Scrying
Dimension Door
Dimensional Anchor
Dragon's Breath
Emergency Force Dome
Firefall
Geas, Lesser
greater invisibility
illusory wall
Mages Faithful Hound
phantasmal killer
Resilient Sphere
Scrying
Shadow Haven
shout
Summon Monster IV
Wall of Fire
Wall of Ice
wandering star motes

--------------------

Enforced Environment:

Enforced Environment: Communal

School conjuration (creation) [force]; Level sorcerer/wizard 2, summoner 2, witch 2, ranger 3
CASTING

Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
EFFECT

Range touch
Target 30 ft. radius from creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

An invisible but tangible field of force surrounds the subject and anything around it, in most ways, like a mage armor spell. However, unlike the other spell, this does not provide added armor protection.

Because it is a force effect, the spell is designed to keep out elemental effects of a supernatural nature. For example, the spell keeps out the excessive heat of the Elemental Plane of Fire from those who are not native to the plane. The spell adjusts to the individual so that any weather or elemental effect that it is outside the person's 'comfort zone' is negated. It does not, however, protect from damage actually incurred by elemental effects (i.e. it will not protect you from any effects of a fireball in any additional way; you will still take damage from the blast).

This spell differs from endure elements in that enforced environment goes beyond the other spell by allowing the target(s) to be protected from environmental hazards (i.e. smoke, incorporeal winds, etc.) and includes an air pocket that is brought up whenever the target encounters such a hazard.

The ranger version of this spell is slightly modified form, designed by a high-level ranger who used it during a forest fire to protect many of the animals in his jurisdiction. This form constantly renews the air pocket within the radius, but has no additional function beyond what has previously been mentioned.

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Statistics
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Str 10, Dex 20, Con 13, Int 20/25, Wis 8, Cha 12

Base Atk +4; CMB +4; CMD 20 (+2 vs Evil Outsiders)

Feats: Augment Summoning, Breadth of Experience, Craft Wondrous Item, Elven Weapon Proficiencies, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration), Wizard Weapon Proficiencies

Traits: Deft Dodger, Devil's Mark, Warrior of Old (+2 Initiative)

Skills Acrobatics +13, Appraise +11, Bluff +10 (+12 vs Evil Outsiders, +14 Devils), Craft (alchemy) +11, Diplomacy +5 (+7 vs Evil Outsiders, +9 Devils), Disguise +11, Escape Artist +8, Fly +10, Intimidate +5(+7 vs Evil Outsiders, +9 Devils), Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge(engineering) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +19 (+21 vs Evil Outsiders), Knowledge (religion) +17, Linguistics +17, Perception +12 (+14 vs Evil Outsiders), Sense Motive +8 (+10 vs Evil Outsiders), Spellcraft +18/20 for determining properties of magic items, Stealth +13, Survival +1

Languages Abyssal, Aklo, Celestial, Chelaxian, Common, Daemonic, Draconic, Elven, Goblin, Infernal, Kelish, Orc, Osiriani, Ancient, Sylvan, Tien, Varisian

SQ Antitoxin, Bonded Object (Ring of counterspells) (1/day), Damned, Elven Magic, Empathic Link with
Familiar, Enchantment, Infernal Charisma +2, Necromancy, Ring of counterspells, Share Spells with Familiar,
Silent metamagic rod (lesser) (3/day), Summoner's Charm (+3 rds), Teleportation

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Combat Gear
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Arrows 120, Cold Iron arrows (50), Blunt arrows (50), Silver arrows (60), Weapon Blanch Adamantine arrows 10, Whistling Arrows 20, Thistle Arrows 20, Smoke Arrows, 5
Masterwork Cold Iron Longsword, Masterwork Longbow, Silver Dagger

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Other Gear
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Acid (2), Air crystal, Alchemical grease, Alchemist's fire (2), Antiplague (2), Antitoxin (2), Arcane family workbook, Cloak of resistance +2, Extend metamagic rod (lesser) (3/day), Handy haversack (48 @ 23.96 lbs), Hat of disguise, Headband of vast intelligence +4 (Acrobatics, Stealth), Ioun stone (clear spindle), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (2nd level) (1/day), Potion of cure moderate wounds, Ring of counterspells, Silent metamagic rod (lesser) (3/day), Smelling salts(2), Travelling spellbook, Wand of Infernal Healing, Wand of magic missile, Wand of Protection from Evil, Wand of Shield, Wand of Resist Energy (10) Wand of Invisibility (10), Wayfinder, standard (1 @ 0 lbs), Wrist sheath, spring loaded (Wand of Shield), Wrist sheath, spring loaded (Dagger), Gem of Seeing

Scroll of Comprehend Languages, Comprehend Languages, Endure Elements, Endure Elements, Ant Haul

Scroll of Knock, See Invisibility, Aboleth's Lung, Blood Transcription, Protection from Arrows

Scroll of Silent Image, Protection from Evil, Obscuring Mist, Infernal Healing, Infernal Healing, Shield

Scroll of Shield X5

Scroll of See Invisibility, Fly

--------------------
Money Crunch, Gold Spent = 22933 gold]

Crafting Crunch, Total = 15400 gold:

Magic Item: Base Price / Cost
Cloak of Protection +2: 4000 / 2000
Ring of Counterspells: 4000 / 2000
Pearl of Power 1 X2: 2000 / 1000
Pearl of Power 2: 4000 / 2000
Belt of Dex +2 4000/2000
Headband of Int +4: 16000 / 8000
Hat of Disguise: 1800 / 900
Scrolls: 1000 / 500

Other Items Bought
Wands: 900
Handy Haversack: 2000
Ring of Protection +1
Rod of Lesser Extend: 3000
Cure Mod Potion: 300
Wrist Sheaths: 10
Wizard Kit : 21
Arcane Workbook, +2 to Spellcraft: 300
Traveling Spell Book:10
Alchemicals: 265
Weapons: 727
Ear Plugs
Cleaning enchantment from Elen.
Silver Scrying Mirror
Scrying Kit with locks of hair from Azaraunt, Ruul and Lavinia.
b]Mission Items[/b]
Handy Haversack with supplies
Magic Writing Desk
Shaving Kit
Mount - Light Warhorse with tack

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Special Abilities
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Arcane Bond - (Ring of counterspells) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).

Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Channel Hellfire (1/day) Change energy damage in spells to hellfire damage

Damned When a diabolist is killed, her soul is instantly sent to Hell. Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist’s level or her spell fails. That character cannot attempt to resurrect the diabolist again that day.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Devil's Mark +2 to Bluff, Diplomacy, Intimidate, and Sense Motive checks vs. outsiders [evil].

Elven Immunities +2 save bonus vs Enchantments.

Elven Immunities - Sleep You are immune to magic sleep effects.

Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Enchantment & Necromancy: You must spend 2 slots to cast spells from the Enchantment school.

Infernal Bargan - halves the price for devil's called service with Chr check

Warrior of Old: +2 to Initiative

Infernal Charisma +2 (Ex) +2 to your Chrisma when dealing with infernals.

Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Ring of counterspells Counters this spell when it's cast on you.

Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell)
instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect
creatures of the familiar's type (magical beast).

Shift (15') (10/day) (Sp) Short-range teleport

Silent Metamagic rod, Lesser - 3/day

Spell Focus Conjuration

Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Teleportation Associated School: Conjuration

Resonance Power from Wayfinder and Ion Stone - Ranger Favored Enemy - Evil Outsiders

Animal Companion:

Imp
LE Tiny Outsider
Init +5; Senses Darkvision 60 ft., detect good, detect magic, see
in darkness; Perception +11
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Defense
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AC 22/26, touch 17, flat-footed 21 (+5 Dex, +2 size, +5 natural)
hp 47/47 () fast healing 2
Fort +2, Ref +10, Will +6 (+4 morale bonus vs. Enchantments)
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Defensive Abilities Evasion
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Offense
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Speed 20 ft., Flight (50 feet, Perfect)
Melee Sting (Imp) +14 (1d4+1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Poison: Sting-Injury (DC 14)
Constant—detect good, detect magic
Spell-Like Abilities Commune (1/week), Deathwatch (At will), Detect Good (Constant), Detect Magic (Constant), Grease (1/day), Invisibility (self only) (At will), Open/Close (At will), Suggestion (1/day)
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Statistics
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Str 12, Dex 20, Con 10, Int 14, Wis 12, Cha 16
Base Atk +7; CMB +10; CMD 21
Feats Magical Aptitude, Skill Focus (Use Magic Device), Weapon Finesse, One More ?
Skills Acrobatics +9 (+5 jump), Bluff +13, Escape Artist +7, Fly +25, Knowledge (planes) +11, Perception +11, Sense Motive +11, Sleight of Hand +10, Stealth +22, Use Magic Device +15
Languages Abyssal, Celestial, Common, Draconic, Infernal; Telepathy (50 feet)
SQ Change Shape (boar, giant spider, rat, or raven, beast shape I), Devotion +4
Gear: Belt Pouch and Backpack. Wands: Protection Evil, Infernal Healing, Mage Armor, Magic Missile
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Special Abilities
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Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathwatch (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Grease (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Open/Close (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Poison: Sting-Injury (DC 14) (Ex) , frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.

Pathfinder Supplied Gear:

1 Haversack of Holding (Type 1, +5 lbs, made from Darkleaf)
2 Sets of Cold Weather Gear (6 lbs total)
1 Deluxe Dungeoneering Kit (15 lbs)
[1]2 candles
[2]1 piece of chalk
[3]1 hammer
[4]4 pitons
[5]50’ of silk rope
[6]2 sacks
[7]3 sunrods
[8]4 tindertwigs
[9]1 everburning torch (w/stopper to ‘close’ the torch)
1 ‘Modified’ Pathfinder’s Kit (15 lbs)
[1]1 bedroll (made from Darkleaf cloth)
[2]1 belt pouch
[3]1 clay mug
[4]2 fishhooks
[5]1 flint and steel
[6]1 sewing needle
[7]1 signal whistle (Perception DC 5 (+1 per 20’) to hear)
[8]50’ string
[9]50’ thread
[10]1 waterskin
[11]7 days of (iron) trail rations (yum, hardtack!!)
[12]1 whetstone
1 Light Warhorse
1 ‘Modified’ Riding Kit (82 lbs, presumably most will be on the horse)
[1]1 bit and bridle
[2]1 Saddle
[3]4 Saddlebags (2 per side)
[4]7 days of feed for the horse
[5]2 horse blankets
Token that goes into the slot in on your wayfinder. It will then lead you back to Pathfinder Lodge.
2 scrolls of Teleport

For Men:

1 Shaving Kit (1/2 lb)
[1]1 straight razor
[2]1 whetstone
[3]1 small mirror
[4]1 brush
[5]1 cup
[6]shaving powder (enough to cover 50 shavings)

For the Party:

3 Field Scrivener’s Desks
3 Climbing Kits (15 lbs total)
2 Cooking Kits (4 lbs total)
4 Healer’s Kits (4 lbs total)
2 Map Maker’s Kits (4 lbs total)
2 Sets of Surgeon’s Tools (10 lbs total)
1 Measuring Cord (10’) (- weight)
4 Collapsable Planks (40 lbs total)
2 Folding Ladders (32 lbs total)
3 Collapsable Grappling Hooks (12 lbs total)
15,153 gp, broken down as follows:
[1]200 pp
[2]5,153 gp
[3]347 ‘iron bits’ (the rumor is that the camp will only accept these coins and none other)
[4]8,000 gp in gems, further broken down as follows:
[a]4 small diamonds (appraised @ 1,000 gp each)
[b]6 opals (appraised @ 500 gp each)
[c]5 garnets (appraised @ 100 gp each)
[d]10 saltwater pearls (appraised @ 50 gp each)
Note: these items should be handed out to those who can use them. The Desks can be interconnected to form a larger ‘triangle’ of space (roughly 1000 sq. ft. of space when all three are used at once)