Pathfinder

Azeban Guitou's page

319 posts. Organized Play character for rashly5.


Full Name

Guitou Azeban

Race

Tian-Shu Human

Classes/Levels

Sorcerer (Rakshasa) 3

Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

Gender

Male

Size

Medium (5'4" Height, 124 lbs. Weight)

Age

20

Special Abilities

Bloodline Arcana (Rakshasa)

Alignment

Chaotic Neutral

Languages

Common, Tien, Aklo

Occupation

Tailor

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 18

About Azeban Guitou

A Rakshasa sorcerer from Shenmen who's joined the Lantern Lodge for a chance to explore and find out more about himself and his powers. He's more recently switched over to the Scarzni, where his particular skill sees more use.

Session Tracking:

Spellcraft DC is 15 + spell level + 1
Spells left:
0th: N/A
1st: 3/6 (DC 16 for enchantment)

Silver Tongue: 7/7
Mind Reader: 1/1 (Will negates, DC 15)
Storyteller: 0/1

Crossbow Bolt: 9/9
Wand of Comprehend Languages: 50/50
Wand of Disguise Self: 5/5
Wand of Infernal Healing: 46/49

Spring-loaded Wrist Sheath #1: Wand of Infernal Healing
Spring-loaded Wrist Sheath #2: Scroll of Obscuring Mist

PFS Details:

# 66406-1

Remaining PA: 8
Total PA (Fame): 10
XP gained: 6

Boons
Haunt Sense 1/1 (You may use this boon before attempting a Knowledge (religion) or Perception check to spot a haunt as it manifests to roll the skill check twice and use the higher result. In addition, you gain a +2 insight bonus on saving throws and a +2 insight bonus to AC against the haunt’s effects.)

Kayle's Blessing 3/3 (You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.)

Formerly Lantern Lodge, switched to Sczarni after it was retired, and then switched to The Exchange after that was retired too.

Chronicles
#3-00: First Steps Part I: In Service To Lore
#3-00: First Steps Part II: To Delve the Dungeon Deep
#3-00: First Steps Part III: A Vision of Betrayal
AP #43: Carrion Crown (1 of 6): The Haunting of Harrow Stone

Inventory Tracking:

First Steps Part I
Start GP: 45
GP gained: 417
Day Job: 0
Items Expended: 0
Items Sold: 0
Items Bought: Potion of Invisibility - 300
Wand of Disguise Self (5 charges) - 75
Remaining GP: 87

PA Gained: 2

First Steps Part II
Start GP: 87
GP gained: 419
Day Job: 0
Items Expended: 0
Items Sold: 0
Items Bought: Courtier's Outfit with Jewellery - 80 gp
Wayfinder - 250
Remaining GP: 176

PA Gained: 2
PA purchase (750 GP): -2 [Wand of Infernal Healing]

First Steps Part III
Start GP: 176
GP gained: 401
Day Job: 0
Items Expended: 0
Items Sold: 0
Items Bought: 0
Remaining GP: 577

PA Gained: 2

Carrion Crown (1 of 6)
Start GP: 577
GP gained: 3,711
Day Job: 0
Items Expended: 0
Items Sold: Silken Ceremonial Armor - 15
Backpack, common - 1
Items Bought: Haramaki - 3
Sleeves of Many Garments - 200
Traveler's Any-Tool - 250
Backpack, masterwork - 50
Cloak of Resistance +1 - 1,000
Ioun Stone, Cracked Dark Blue Rhomboid - 400
Wand of Comprehend Languages - 750
Scroll of Detect Secret Doors x2 - 50
Scroll of Endure Elements x2 - 50
Scroll of Obscuring Mist - 25
Smelling Salts - 25
Vermin Repellent - 5
Pathfinder Pouch - 1000
Acid Flask - 10
Alchemist's Fire Flask - 20
Alkali Flask - 15
Antitoxin - 50
Soothe Syrup - 25
Twitch Tonic - 45
Antiplague - 50
Ioun Torch - 75
Spring-Loaded Wrist Sheath x2 - 10
Potion of Touch of Sea - 50
Potion of Remove Sickness - 50
Remaining GP: 46

PA Gained: 4

Crunch:

Azeban Guitou
Male Human Rakshasa Sorcerer 3
CN Medium Humanoid (Tian-Shu Human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (Dex +2, Armor +1)
HP 23 (3d6+3+3+3)
Fort +3, Ref +4, Will +4;
--------------------
Offense
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4, 19-20/x2)
Ranged light crossbow +3 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks
Spells (CL 3rd, touch +1, ranged touch +3, concentration +7):
see Spells below.
--------------------
Statistics
--------------------
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 10 (0), Cha 18 (+4)
Base Atk +1; CMB +2; CMD 13
Feats Cosmopolitan, Spell Focus (Enchantment), Eschew Materials, Toughness
Skills Bluff +10, Craft (cloth) +5, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (Arcana) +5, Perception +6, Sense Motive +6, Spellcraft +5, Use Magic Device +8
Languages Common, Tien, Aklo, Draconic, Read Lips
SQ Bloodline Arcana (Rakshasa)
Gear See items.

Stats:

Ability Scores
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 18 (+4)

Saving Throws
Fortitude: +3 = 1 [base] + 1 [con] + 1 [cloak of resistance]
Reflex: +4 = 1 [base] + 2 [dex] + 1 [cloak of resistance]
Will: +4 = 3 [base] + 0 [wis] + 1 [cloak of resistance]

AC: 13 = 10 + 2 [dex] + 1 [armor]
Touch: 12, Flat-footed: 11
HP: 23 = 6 [1d6 max] + 8 [2d6 half] + 3 [con] + 3 [toughness] + 3 [favored class]

BAB: +1 = 1 [base]
CMB: +1 = 1 [BAB]
CMD: 13 = 10 + 1 [BAB] + 2 [dex]
Melee Attack Base: +1 = 1 [BAB];
Ranged Attack Base: +3 = 1 [BAB] + 2 [dex];

Base Speed: 30 ft. = 30 [base]
Initiative: +2 = 2 [dex]

Favored Class Bonus: +3 HP

Spells:

Spell List
Spell Save DC - Level - Spells Per Day - Bonus Spells
14 - 0th - N/A - N/A
15 - 1st - 5 - 1

Known Spells:

--------------------
0th
--------------------
Detect Magic
Ghost Sound
Message
Prestidigitation
Read Magic

--------------------
1st
--------------------
Charm Person
Memory Lapse
Silent Image
Sleep


Feats, Traits, Abilities:

--------------------
Traits
--------------------
Skills (gain an extra skill point each level)

Storyteller: once per scenario, can make a Knowledge check with a trait bonus equal to your Intelligence modifier plus 3 (minimum +1) even without ranks in Knowledge skill.

Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

--------------------
Feats
--------------------
Cosmopolitan (Diplomacy, Perception, Languages: Draconic, Read Lips)

Spell Focus (Enchantment) - +1 DC for saving throws against enchantment spells

Eschew Materials: can cast any spell with a material component costing 1 gp or less without needing that component)

Toughness
--------------------
Class
Sorcerer
--------------------
Cantrips (level 0 spells)

Bloodline - Rakshasa

Bloodline Arcana - Rakshasa: Add half sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected at beginning of casting). [Check is 15 + spell level]

Silver Tongue (Su): Activating this ability is a swift action. Gain +5 bonus on one Bluff check made to convince another of the truth of your words. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mind Reader (Sp): At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.

Skills:

Skill Name: Total Bonus = Ranks + Ability + Misc

Acrobatics`: 2 = 0 + 2 + 0
Appraise: 1 = 0 + 1 + 0
Bluff: 10 = 3 + 4 + 3 [class]
Climb`: 0 = 0 + 0 + 0
Craft (cloth): 5 = 1 + 1 + 3
Diplomacy: 8 = 1 + 4 + 3 [class]
Disable Device*: 0 = 0 + 2 + 0
Disguise: 8 = 1 + 4 + 3 [class]
Escape Artist`: 2 = 0 + 2 + 0
Fly`: 2 = 0 + 2 + 0
Heal: 0 = 0 + 0 + 0
Intimidate: 8 = 1 + 4 + 3 [class]
Knowledge (Arcana)*: 5 = 1 + 1 + 3 [class]
Knowledge (X)*: 0 = 0 + 1 + 0
Linguistics*: 0 = 0 + 1 + 0
Perception: 6 = 2 + 0 + 3 [class] + 1 [cracked dark blue rhomboid ioun stone]
Perform (X): 4 = 0 + 4 + 0
Profession (X)*: 0 = 0 + 0 + 0
Ride`: 2 = 0 + 2 + 0
Sense Motive: 6 = 1 + 0 + 3 [class] + 1 [suspicious] + 1 [cracked dark blue rhomboid ioun stone]
Sleight of Hand*: 0 = 0 + 2 + 0
Spellcraft*: 5 = 1 + 1 + 3 [class]
Stealth`: 2 = 0 + 2 + 0
Survival: 0 = 0 + 0 + 0
Swim`: 0 = 0 + 0 + 0
Use Magic Device*: 8 = 1 + 4 + 3 [class]

*trained only
`affected by ACP

Items:

Money: 46 gp

--------------------
Unique
--------------------
Cloak of Resistance +1 (1 lb)
Sleeves of Many Garments (1 lb)
Pathfinder Pouch (1 lb)
Wayfinder (1 lb) with Ioun Stone, Cracked Dark Blue Rhomboid (+1 perception, +1 sense motive)

--------------------
In Pathfinder Pouch (20 lb limit)
--------------------
Acid Flask (1 lb)
Alkali Flask (1 lb)
Alchemist's Fire Flask (1 lb)
Antiplague
Antitoxin
Belladonna x2
Ioun Torch
Journal, blank (1 lb)
Potion of Invisibility
Potion of Remove Sickness
Potion of Touch of Sea
Rations, Trail x3 (1 lb ea.)
Soothe Syrup (0.5 lbs)
Smelling Salts
Traveler's Any-Tool (2 lbs)
Twitch Tonic
Vermin Repellent x1
Wolfsbane x2

--------------------
Magic
--------------------
Scroll of Detect Secret Doors x2
Scroll of Endure Elements x2
Scroll of Obscuring Mist
Wand of Comprehend Languages (50 charges)
Wand of Disguise Self (5 charges)
Wand of Infernal Healing (50 charges)

--------------------
Weapons
--------------------
Dagger (1 lb)
Light Crossbow (4 lbs)

--------------------
Armor
--------------------
Pickpocket's Outfit (3 lbs)
Haramaki (ACP: 0, Arcane Failure: 0%)(1 lb)
Spring-loaded Wrist Sheath x2 (1 lbs each)

--------------------
General
--------------------
Backpack, masterwork (4 lbs when empty)
Bag, waterproof (1/2 lbs)
Bedroll (5 lbs)
Belt Pouch (1/2 lbs)
Cup, false-bottomed
Flint and Steel
Inkpen
Scroll Case
Sewing Needle x2
Thread (50 ft.) (1/2 lbs)
Waterskin (- when empty, 4 lbs when full)

--------------------
Consumables
--------------------
Alchemist's Kindness x2
Holy Water (1 flask)
Ink (1 oz. vial)
Soap
Sunrod (1 lb)

--------------------
Resources
--------------------
Light Crossbow Bolt, common 9 / 10 (1 lb)

--------------------
Storage (left behind)
--------------------
Blanket, common (1 lb)
Rations, Trail x4 (1 lb each)
Courtier's Outfit with Jewellery (6 lbs)

--------------------
Carrying Capacity
(Str 10 + 1)
--------------------
Current Load: 27.5 lbs. (Light)
[excludes items in Pathfinder Pouch because it's extradimensional space]

Light Load: <38 lbs.
Medium Load: 39 - 76 lbs.
Heavy Load: 77 - 115 lbs.


Appearance & Personality:

Appearance: A relatively short brown-skinned young man. His long black hair is usually kept in a braided ponytail and he prefers loose-fitting garments. He has a lean frame and his fingers are graceful and slender.

Personality: He has a flexible personality structure due to the rakshasa influence, able to mimic traits and act when a situation calls for it. However, kindness is one trait he likes and feels disappointed in himself when something he does harms someone.

Etiquette and politeness is natural to him, being an easier way to communicate. It is far easier for him to understand people with social rules in place though he deems himself a good judge of character.

Emotionally indifferent to social norms with little conscience, he has a habit of lying, if only for fun. He does rebel against his nature and seeks to understand it and discipline the more harmful urges. He values freedom above anything else.


History:

Born in Shenmen, Azeban has felt his body as a prison, a farce keeping something else inside. Inhuman and distant, an unnameable force always thrumming in his blood.

He's always seemed normal, for a given value of normal in the monster-controlled state of Shenmen, but odd occurrences around him hinted at something more. A flash of darkness, a predisposition to lies, a feeling of unnaturalness whenever he gazed at you too long.

It was only when his brother saw him convince a guard he needed to do something else when he caught them playing in a forbidden area that his family knew for sure.

His family traced their genealogy to a distant ancestor tainted by a Raccoon-headed rakshasa. His parents taught him to always keep it secret, to hide it, to control it. Azeban wanted to resist but fear kept him from disobeying . . . most of the time.

When he grew old enough, he worked as a tailor to support his family. However, he always sought to travel, to be away from Shenmen and his family who grew more controlling over the years.

When he heard of the Lantern Lodge, he knew he found his chance. Bidding goodbye to his brother, he left for the city of Absalom.

Player Notes:

Note to self: Puchase with PP or gold if possible:
Wand of Mage Armor (2)/750gp
Wand of Magic Missile (2)/750gp
Jade Wayfinder enchancement (2)