Aram Zey

Azdak Ejderha's page

450 posts. Organized Play character for GM Harpwizard.


Full Name

Azdak Altın Ejderha

Classes/Levels

Sorcerer 12

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Kelish, Draconic, Celestial

Occupation

Engineer

About Azdak Ejderha

Azdak Ejderha
Male human (Keleshite) sorcerer 11
NG Medium humanoid (human)
Init +6; Senses Perception +23
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Defense
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AC 25, touch 14, flat-footed 23 (+2 armor, +2 deflection, +2 Dex, +6 natural, +3 shield)
hp 79 (11d6+33)
Fort +8, Ref +8, Will +10
Resist fire 10
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Offense
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Speed 30 ft., fly 60 ft. (average)
Melee dagger +4 (1d4-1/19-20) or
quarterstaff +4 (1d6-1)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks breath weapon (15d6 fire, 30 ft. cone, DC 24, 1/day), claws (2, 1d6 plus 1d6 fire, treated as magic weapons, 10 rounds/day)
Sorcerer Spells Known (CL 11th; concentration +18)
5th (5/day)—cone of cold (DC 22), fire snake[APG] (DC 22), spell resistance
4th (7/day)—dimension door, dragon's breath[APG] (DC 21), fear (DC 21), greater flaming sphere[ACG] (DC 21), greater invisibility, stoneskin
3rd (8/day)—dispel magic, fireball (DC 20), fly, haste, lightning bolt (DC 20), protection from energy, tongues
2nd (8/day)—flaming sphere (DC 19), glitterdust (DC 19), invisibility, knock, levitate, resist energy, scorching ray, see invisibility
1st (8/day)—burning hands (DC 18), feather fall, mage armor, magic missile, protection from evil, shocking grasp, silent image (DC 18), vanish[APG] (DC 18)
0 (at will)—detect magic, detect poison, disrupt undead, ghost sound (DC 17), light, mage hand, mending, message, prestidigitation, ray of frost, read magic, resistance
Bloodline Draconic
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Statistics
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Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 24
Base Atk +5; CMB +4; CMD 18
Feats Alertness, Combat Casting, Cosmopolitan[APG], Eschew Materials, Fast Learner[ARG], Greater Spell Penetration, Improved Initiative, Spell Penetration, Toughness
Traits insider knowledge, mathematical prodigy
Skills Appraise +6, Bluff +11, Diplomacy +22, Handle Animal +8, Intimidate +11, Knowledge (arcana) +18, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (local) +9, Knowledge (planes) +10, Perception +23, Profession (engineer) +5, Sense Motive +2, Spellcraft +16, Survival +0 (+5 when tracking), Use Magic Device +17
Languages Abyssal, Celestial, Common, Draconic, Elven, Kelish
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), wings
Combat Gear lesser reach metamagic rod[APG], scroll of comprehend languages, darkvision, daylight, disguise self, fly, identify, invisibility, knock, levitate, protection from energy, resist energy (x2), tongues, water breathing, scroll of cone of cold, cone of cold, cone of cold, wand of comprehend languages (50 charges), wand of cure light wounds, wand of detect secret doors (50 charges), wand of endure elements (50 charges), wand of knock (50 charges), wand of mage armor (50 charges), wand of magic missile, wand of shield (50 charges), antitoxin; Other Gear +2 mithral buckler, crossbow bolts (18), dagger, light crossbow, quarterstaff, amulet of natural armor +2, belt of mighty constitution +2, bracers of armor +2, cloak of resistance +3, handy haversack, headband of alluring charisma +4, lenses of detection, ring of protection +2, robe of arcane heritage[APG], 2 wrist sheath, spring (worth 10 gp, 2 lb), belt pouch, belt pouch, cold weather outfit, ink, paper, sack, winter blanket, 4,192 gp, 5 sp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (15d6 fire, 30 ft. cone, 1/day, DC 24) (Su) As a standard action, deal energy damage in area (Ref half).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Claws (10 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Fire) that bypass DR as magic weapons.
Fly (60 feet, Average) You can fly!
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.
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Azdak Aslan Ejderha, the middle son of Xoshak and Izora Ejderha, was born and raised in the glorious city of Katheer in Qadira. His father was a famous structural engineer who deisgned and built the great Altin Kopru or "Golden Bridge" over the Pashman River.

Due to the father's success, the Ejderha family lived a very rich and privileged lifestyle in Katheer. Accustomed to extravagances, decadence, (not to mention slavery) Azdak grew up following in his father's footstepts. He attended a small academy of engineering and physical sciences called the Demir Okul. Mathematics has always come easily for Azdak, and he was always been able to ?see the math? in the physical and magical world. Consequently, Azdak graduated from the academy with flying colors and went on to work at his father's engineering firm, but was soon distracted by his inner powers of sorcery. Deciding to give himself some time away from his profession and explore his other gifts, Azdak left Katheer and began traveling the world and discovering some of the extraordinary wonders outside of Qadir.

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