About AzarauntBackground:
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
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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
Duplicates:
Level 2
Level 3
Level 4
Enforced Environment:
Enforced Environment: Communal School conjuration (creation) [force]; Level sorcerer/wizard 2, summoner 2, witch 2, ranger 3
Casting Time 1 standard action
Range touch
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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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
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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 --------------------
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 -------------------- --------------------
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)
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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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) -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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)
For the Party: 3 Field Scrivener’s Desks
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