Allustan

Azia Valfaust's page

1 post. Alias of Wix Leborgne.


Full Name

Azia Valfaust

Race

Half Elf

Classes/Levels

Cleric 1

Gender

M

Size

5'11"

Age

20

Alignment

LN

Deity

Azul

Location

headed to Greenest

Languages

Common, Celestial, Gnomish, Elvish, Draconic

Occupation

Guild Architect

Strength 8
Dexterity 12
Constitution 13
Intelligence 16
Wisdom 14
Charisma 14

About Azia Valfaust

Origins:

Azia takes after his mother’s side; he is a bit gaunt, but an otherwise handsome young half elf with brown eyes and dark black hair. Growing up, Azia was a calm, sensitive yet charming young boy from a small town. He had showed very early signs of artistic talent under his mother’s tutelage; and while he would still run wild with the other boys his age he never strayed too far from his pastels.

Azia was grievously affected by his mother’s early mysterious death. Her parting words to her son were: “We care through death as we are unable to in life.” His father, a much darker character to begin with, soon drank himself into insignificance. Knowing of Azia’s skill and talent, his mother’s older brother, a business minded but fair man, took Azia in as an apprentice to the Architects Guild where he began to learn the trade. At fifteen the taint was discovered, and under the right guidance from guild members and the church of Azuth his understanding of the weave bloomed. He still dreams of spending those long hours in his sketch books rather than his academy study books; but the world of the wizards, quickly tempered his artistic dreams. Azia’s thirst for magic is like few other wizards, it is the pastel for his love, creativity and resentment, he has yet however to come into command over the weave because his mind is torn between his interests.

Called back to his father’s deathbed, his father confessed that he had become involved in a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged Azia to investigate the cult and undo the evil he may have helped foster. Resentful of his father he never the less remains loyal to his obligations and asked for a leave from the Guild to set out for Greenest.

Preface:

Dear Venerable Gregorio of the Vicars of the High One,
It is with great regret that I must depart Tezir before your return sailing from Marsember. In your absence, I have secured my leave with my uncle and Mistress Patrona, and assured them I will return as soon as possible. I am aware that much of my work and studies under your tutelage lays incomplete, but my dying father has requested I tend immediately to some of his personal affairs in Greenest.
I have left Parsephorus with my completed work: the concepts for the cloister expansion at the temple of Oghma, the bill of quantities for the Vigilant One’s third watchtower, and the quotes for the marble slabs at the DeNori residence (I am afraid I have not been able to secure a better price). I was not able to reconcile several of the conflicting requests from the church of Gond, and I regret I must leave you and Parsephorus to sort it out.
I will miss your guidance and wisdom in all matters. I have felt frustrated these past days by my father’s request and more importantly by my inability to execute, what I feel I so clearly understand. I have not yet come into command over the Weave, yet I can feel the bend of its stings and I comprehend the words from the tomes I see before me.
I will pray for guidance from the Lord of Spells at the shrines in Eversult and Proskur. If it is of your liking, you may send a missive to me in the Guild quarters in Eversult and Proskur where I hope to secure a few days stay along my journey.
Thank you again for you patronage and support all these years, I pray to return to our work soon.
Sincerely,
Ever Your Disciple,
Azia Valfaust

Defense:

AC 17
(+4 Armour, +2 Shield, +1 Dex)
Armour: Scale Mail

HP 9
Hit Dice: 1d8

Saving Throws
Strength: -1
Dexterity: +1
Constitution: +1
Intelligence: +3
Wisdom: +4
Charisma: +4

Offense:

Mace +1/1d8-1
Crossbow +3/1d8+1
Sacred Flame 1d8 Dex DC 12

Class Features:

Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields

Skills:

x Trained, *Expertise

Acrobatics (Dex): +1
Animal Handling (Wis): +2
x Arcana* (Int): +7
Athletics (Str): -1
Deception (Cha): +2
x History* (Int): +7
x Insight (Wis): +4
Intimidation: +2
x Investigation (Int): +5
x Medicine (Wis): +4
Nature (Int): +3
x Perception (Wis): +4
Performance (Cha): +2
x Persuasion (Cha): +4
x Religion (Int): +5
Sleigh of Hand (Dex): +1
Stealth (Dex): +1
Survival (Wis): +2

Spells:

Cantrips
Cleric
Guidance: 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration.
Mending: Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item.
Thaumaturgy: Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc.

Wizard
Chill Touch: Spell attack for 1d8 Necrotic dmg; can't regain hp; CL5:2d8, CL11:3d8, CL17:4d8.
Mage Hand: Create spectral hand for simple tasks or carry up to 10 lb; 1a to control; cannot have multiple instances
Minor Illusion: 5-ft cube illusion includes visible or audible; Int (Investigation) check vs. Spell DC

Cleric 1st Level Spells
Bane: +20 on your next attack roll.
Longstrider: Your base speed increases by 10 ft.