Bard

Azelwarred the Wise's page

30 posts. Organized Play character for Lysle.


Race

Skills:
Acrobat -3 (-11 jump), Appr +3, Bluff +2, Diplo +12, Disable +4, Kn (arcana, engineer) +9, Kn (geography) +4, Kn (history) +13, Kn (local, nobility, religion) +10, Linguist +6, Prof (architect) +6, Spellcft +13, Surv +12

Classes/Levels

Fort +6, Ref +2, Will +9; +2 vs. illusions, +2 bonus vs. divinations and enchantments | Init 0; Senses low-light vision; Perception +13; Sense Motive +11

Gender

LN Male gnome druid (urban druid) 5 | AC 16, touch 11, flat-footed 16 | HP 30/35 | Resist fire 3 | Speed 20 ft. (15 ft. in armor)

About Azelwarred the Wise

Gnomes once occupied important positions in the courts of Ancient Osirian pharaohs. Azelwarred continues on in this tradition. He seeks out new knowledge and new experiences to stave of the Bleaching.

Alzelwarred the Wise
Male gnome druid (urban druid) 5
LN Small humanoid (gnome)
Init 0; Senses low-light vision; Perception +13
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Defense
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AC 16, touch 11, flat-footed 16 (+5 armor, +1 size)
hp 35 (5d8+7)
Fort 6, Ref 2, Will 9; +2 vs. illusions, +2 bonus vs. divinations and enchantment effects
Resist fire 3
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee dagger +3 (1d3-1 P or S/19+) or
. . quarterstaff +3 (1d4-1 B) or
. . scimitar +3 (1d4-1 S/18+) or
. . silver dagger +3 (1d3-2 P or S/19+)
Ranged sling +4 (1d3-1 B)
Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Druid (Urban Druid) Spells Prepared (CL 5th; concentration +9)
. . 3rd—call lightning (DC 17), speak with dead[D] (DC 17), vermin shape I[UM]
. . 2nd—heat metal (DC 16), memory lapse[D,APG] (DC 16), stone call[APG], summon swarm
. . 1st—comprehend languages[D], endure elements, expeditious excavation[APG], longstrider, magic stone
. . 0 (at will)—create water, detect magic, guidance, resistance
. . D Domain spell; Domain Knowledge (Memory domain[APG] subdomain)
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Statistics
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Str 8, Dex 10, Con 12, Int 14, Wis 18, Cha 12
Base Atk +3; CMB 1; CMD 11
Feats Amateur Investigator[ACG], Breadth Of Experience[APG], Cosmopolitan[APG]
Traits ease of faith, mathematical prodigy
Skills Acrobatics -3 (-11 to jump), Appraise +3, Bluff +2, Diplomacy +12, Disable Device +4, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (geography) +4, Knowledge (history) +13, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (religion) +10, Linguistics +6, Perception +13, Profession (architect) +6, Sense Motive +11, Spellcraft +9, Survival +12 (+14 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers +2 Perception
Languages Common, Draconic, Druidic, Giant, Gnome, Goblin, Osiriani, Polyglot, Sylvan, Vudrani
Combat Gear scroll of fly, wand of cure light wounds; Other Gear +1 hide, dagger, quarterstaff, scimitar, silver dagger, sling, cloak of resistance +1, handy haversack, ring of maniacal devices[APG], sling bullets (10), automatic writing planchette[OA], candle (10), candlestick[UE] (10), courtier's outfit, holly and mistletoe, incense (oa)[OA] (10), mapmaker's kit[APG], masterwork backpack[APG], masterwork thieves' tools, scholar's outfit, wooden holy symbol of Nethys, 6,697 gp, 9 sp
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Special Abilities
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Amateur Investigator (2/day)
Druid (Urban Druid) Domain (Memory)
Energy Resistance, Fire (3)
Gnome Magic
Lorekeeper (Ex) +2 Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex)
Recall (+4, 7/day) (Su) Touched creature can retry a failed knowledge check with a +4 bonus
Resist Temptation (Ex) +2 save vs. enchantment and divination
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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PFS #90900-7
Experience 6 XP
Faction Scarab Sages
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Azelwarred the Wise

Appearance:


Alzelwarred the Wise
Male gnome druid (urban druid) 3 (Pathfinder RPG Advanced Player's Guide 101)
LN Small humanoid (gnome)
Init 0; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 11, flat-footed 16 (+5 armor, +1 size)
hp 22 (3d8+4)
Fort 4, Ref 1, Will 7; +2 vs. illusions
Resist fire 2
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee dagger +2 (1d3-1 P or S/19+) or
. . quarterstaff +2 (1d4-1 B) or
. . scimitar +2 (1d4-1 S/18+)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Druid (Urban Druid) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—memory lapse[D,APG] (DC 16), stone call[APG], summon swarm
. . 1st—comprehend languages[D], endure elements, magic stone, speak with animals
. . 0 (at will)—create water, detect magic, guidance, resistance
. . D Domain spell; Domain Knowledge (Memory domain[APG] subdomain)
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Statistics
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Str 8, Dex 10, Con 12, Int 13, Wis 18, Cha 12
Base Atk +2; CMB 0; CMD 10
Feats Breadth Of Experience[APG], Cosmopolitan[APG]
Traits ease of faith, mathematical prodigy
Skills Acrobatics -2 (-10 to jump), Bluff +2, Diplomacy +10, Knowledge (arcana) +8, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge (religion) +9, Linguistics +5, Perception +11, Sense Motive +9, Survival +11 (+13 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers +2 Perception
Languages Common, Draconic, Druidic, Giant, Gnome, Goblin, Osiriani, Polyglot, Sylvan
SQ gnome magic, lorekeeper, nature bond (Memory domain[APG]), nature sense, recall, wild empathy +4
Other Gear +1 hide, dagger, quarterstaff, scimitar, automatic writing planchette[OA], candle (10), holly and mistletoe, incense (oa)[OA] (10), mapmaker's kit[APG], masterwork backpack[APG], scholar's outfit, wooden holy symbol of Nethys, 2,464 gp
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Special Abilities
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Druid (Urban Druid) Domain (Memory)
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Lorekeeper (Ex) +2 Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Recall (+4, 7/day) (Su) Touched creature can retry a failed knowledge check with a +4 bonus
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.