Swordpriest

Aziraphale, Angel of Razmir's page

38 posts. Organized Play character for Sethran.


Full Name

Expunged

Race

| HP: 10/ | AC: 17 (14 Tch, 14 Fl) | CMB: +1, CMD: 15 | F: +1 , R: +6 , W: +1 | Init: +6 | Perc: -1, SM: -1

Classes/Levels

| Speed 30ft | Re-roll (+1) 1/1 | Active conditions: None.

Gender

Male Razmiran 'Paladin' 1

Size

Male

Age

???

Alignment

LN

Deity

Razmir

Languages

Common, Polyglot, Celestial, Infernal

Occupation

Archangel of Razmir's Wrath

Strength 10
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 8
Charisma 10

About Aziraphale, Angel of Razmir

Character Sheet Template:

Aziraphale, Angel of Razmir

Human / Vigilante(Warlock)

LN Medium Humanoid (Human)

Init +6; Senses: Perception -1; Sense Motive -1

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Defense
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AC 17, touch 14, flat-footed 13 (+3 Armour, +4 Dex)

HP 10

Fort +1, Ref +6, Will +1 ; +1 vs Traps/Natural Hazards

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Offense
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Speed 30ft.

Melee: ‘Swords of Sin and Salvation’ +4 ; D6 Electricity ; x2 or
‘Swords of Sin and Salvation’ (TWF) +2 / +2 ; D6 Electricity /D6 Electricity ; x2 or
Gladius +4 ; D6 ; P/S ; 19-20/x2 or
Gladius (TWF) +2 / +2 ; D6 / D6 ; P/S ; 19-20/x2

Ranged: ‘Bolts of Sin and Salvation’ +4 ; D6 Electricity ; x2
‘Bolts of Sin and Salvation’ (TWF) +2 / +2 ; D6 Electricity /D6 Electricity ; x2
Acid Flask +4 Vs Touch ; D6 Acid Splash ; x2

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Statistics
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Str 12, Dex 18, Con 12, Int 15, Wis 9, Cha 10

Base Atk +0 ; CMB +0; CMD 14

Feats: Weapon Finesse, Two-Weapon Fighting

Traits: Spirits in the Stone, Acolyte of Razmir(+1 K. Religion(C.S)/Local ; +2 Vs Razmir)

Skills: Acrobatics (1) +7, Climb (1) +4, Craft (Holy Texts) +11, Escape Artist (1) +7, K. Arcana (1) +7, K. Local (1) +8, K. Religion (1) +8, Stealth (1) +7,

SQ :

Combat Gear: Parade Armour (+2 Diplomacy/Intimidate vs Razmirans) (25gp), Vigilante Kit (10gp), Acid x2 (20gp), 2x Gladius (30gp), Potion CLW, Holy Symbol (Iron), 5gp
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Special Abilities
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Social Talents:

Social Grace: 1st: Craft (Holy Texts), 5th:

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Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities.

Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity

Warlock:

Mystic Bolts (Su) (Electricity,): A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has. The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire.

Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts.

Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.

Spells:
0 (3/Day) : Disrupt Undead, Light, Ray of Frost
1st (2/Day) : Infernal Healing, Magic Missile