Abderrahmane Zagora

Azzim bin Farouq's page

436 posts. Alias of FangDragon.


Full Name

Azzim Bin Farouq

Race

Human | Resource Tracker |

Classes/Levels

Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |

Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Languages

Common, Celestial Draconic, Dwarven, Elven, Sylvan

Strength 11
Dexterity 10
Constitution 16
Intelligence 20
Wisdom 24
Charisma 20

About Azzim bin Farouq

Build:
Azzim Bin Farouq
Male human shaman 15 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +0; Senses darkvision 30 ft., see in darkness; Perception +26
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Defense
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AC 24, touch 12, flat-footed 24 (+10 armor, +2 deflection, +2 natural)
hp 124 (15d8+60)
Fort +13, Ref +10, Will +21
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks hexes (benefit of wisdom, chant, fortune[APG], misfortune[APG], protective luck [2 rounds]), wandering hexes (arcane enlightenment, guiding star[ACG])
Shaman Spell-Like Abilities (CL 15th; concentration +22)
. . Constant—endure elements
Shaman Spells Prepared (CL 15th; concentration +22)
. . 8th—entomb; moment of prescience[S] or sunburst[S] (DC 25)
. . 7th—familiar blessing of fervor[APG] (DC 21), reverse gravity, wind walk; prismatic spray[S] (DC 24) or vision[S]
. . 6th—antilife shell, chains of light (DC 23), greater dispel magic, greater summon genie; chain lightning[S] (DC 23) or mass owl's wisdom[S]
. . 5th—dominate person (DC 22), persistent slow (DC 20), true seeing, unleash pandemonium (DC 22), wall of thorns; contact other plane[S] or overland flight[S]
. . 4th—blessing of fervor[APG] (DC 21), emergency force sphere, freedom of movement, purify body, wandering star motes[APG] (DC 21); legend lore[S] or rainbow pattern[S] (DC 21)
. . 3rd—akashic communion, daylight, dispel magic, nauseating trail[ACG] (DC 20), sand whirlwind (DC 20), sleet storm; daylight[S] or locate object[S]
. . 2nd—ashen path, barkskin, focused scrutiny[ACG], fog cloud, resist energy, resist energy; hypnotic pattern[S] (DC 19) or tongues[S]
. . 1st—blood money, heightened awareness[ACG], obscuring mist, protection from evil, strand of the tangled knot, tears to wine (DC 18); color spray[S] (DC 18) or identify[S]
. . 0 (at will)—create water, dancing lights, detect magic, detect poison
. . S spirit magic spell; Spirit Lore Wandering Spirit Heavens
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Statistics
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Str 11, Dex 10, Con 16, Int 20, Wis 24, Cha 20
Base Atk +11; CMB +11; CMD 23
Feats Alertness, Cunning, Divine Interference[UM], Familiar Spell, Improved Familiar, Persistent Spell[APG], Ritual Hex, Spirit Talker[ACG], Toughness
Traits world traveler
Skills Acrobatics -4 (-8 to jump), Bluff +20, Diplomacy +23, Heal +12, Knowledge (arcana) +20, Knowledge (history) +20, Knowledge (nature) +22, Knowledge (planes) +25, Knowledge (religion) +23, Perception +26, Sense Motive +29, Spellcraft +24, Use Magic Device +20
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ automatic writing, monstrous insight, no breath, spirit animal (lyrakien named Laurana), stardust
Combat Gear wand of ill omen (50 charges); Other Gear +4 chainmail, amulet of natural armor +2, belt of mighty constitution +4, cloak of resistance +5, headband of mental superiority +4, ring of protection +2
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Special Abilities
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Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Automatic Writing (2/day) (Su) Meditate for 10 min, creating writings which function as divination (90% success).
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (30 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Spell Transfer a specific spell to be cast by the familiar. +3 Levels.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Guiding Star +7 (1/night) (Su) If outdoors at night, +7 to all CHA skills & activate to Empower, Extend, Silence, or Still a spell.
Misfortune (2 rounds, DC 24) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Monstrous Insight (8/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Protective Luck (2 rounds) (Su) Attacks against target creature in 30 ft. must roll twice and take worse result.
Ritual Hex You learn the "Beseeching the Patron" occult ritual.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (lyrakien named Laurana)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Talker (????, 1/day) Gain hex from shaman spirit for 1 hour.
Stardust (8/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -4 to att & perception checks for 7 rds.

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Laurana CR –
Lyrakien (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +10; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +21
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Defense
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AC 24, touch 16, flat-footed 20 (+4 Dex, +8 natural, +2 size)
hp 62 (3d10+3)
Fort +6, Ref +9, Will +12
Defensive Abilities improved evasion; DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 20
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Offense
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Speed 30 ft., fly 80 ft. (perfect)
Melee slam +10 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 5, Dex 19, Con 12, Int 18, Wis 17, Cha 20
Base Atk +11; CMB +13; CMD 20
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +26, Diplomacy +23, Fly +16, Heal +5, Knowledge (local) +7, Knowledge (Nature) +10, Linguistics +7, Perception +21, Perform (Sing) +11, Sense Motive +20, Spellcraft +18, Stealth +22, Use Magic Device +20
Languages Auran, Celestial, Draconic, Infernal, Sylvan; speak with animal (same kind only), speak with master, truespeech
SQ empathic link, traveler's friend
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (80 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (20) You have Spell Resistance.
Starlight Blast (1/1d4 rounds, DC 18) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and fatigue.
Truespeech (Su) Speak with any creature that has a language.

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Build Notes (Stuff Herolab doesn't mention):
Human alternative racial trait: Dual Talent (Wis and Int)
25Pt buy: str 11, dex 10, con 12, int 16, wis 17, cha 16
Level 4, 8 & 12 boosts into wis

Favored class bonuses:
1-6: +1 skill point
7: Cleric Spell known: Ashen Path
8: Cleric Spell known: Sand Whirlwind
9: Cleric Spell known: Blessing of Fervor
10: Cleric Spell known: Purify body
11: Cleric Spell known: Freedom of Movement
12: Cleric Spell known: Unleash Pandemonium
13: Cleric Spell known: Summon Genie, Greater
14: Cleric Spell known: [https://www.d20pfsrd.com/magic/all-spells/c/chains-of-light/]chains of light pathfinder[/url]

Background:
"How did I get to Sigil?"

Azzim smiled, "Entirely by accident as it happened! I must have been about eighteen, maybe nineteen at the time. I was a healer in His Majesty King Abdukrahman II’s army. It was far from my idea to become a soldier but when the whole country mobilized there really wasn’t much option given the young. I’ll spare you the details of the war, beyond noting that yet again tens of thousands of youngsters died for the vanity of their elders.”

”Anyway after several battlefield promotions, by dint of not dying rather than any skill I might add, I ended up senior healer in delta company. So when our company was tasked with securing some ruins deep in the cerulean desert, I was sent along for the ride with Captain Ahmed’s light cavalry. The idea was we’d occupy this old fortress from which we’d control the Ackkan gap.”

Azzim shook his head, ”On paper that was a grand idea, unfortunately nobody bothered to ask the Lich who owned them (legally I might add, it’s just the papers where the best past of a thousand years old and everyone had forgotten). The lich tried to dissuade us with an avalanche of monsters, but the captains of delta company weren’t the sort to take no for an answer and we had a number of battle mages with us. At great cost we brute forced our way into the inner sanctum and then everything went wrong.”

“You see, Captain Ahmed found a crown which sang to him, against advice he put it on and went mad. There was a fight, which was gatecrashed by a number of gem encrusted golems. Apparently the crown was important to the lich and he wanted it back. Captain Ahmed was having none of that, so he ran straight for the portal we had previously determined to lead to one of the hells. After seeing several grunts torn to shreds by the golems the rest of us followed.”

”We ended up in a maze filled with portals which stretched across dozens of planes. What followed was a war of attrition as we retreated forwards chased inexorably by the golems. One by one the company was whittled down to just myself and Captain Ahmed. We plunged through three more portals before one that teleported us into the middle of the most mind bending metropolis I’d ever seen. Oh and the first thing we and the chasing golems saw was the Lady of Pain. Unfortunately she noticed us and in the blink of an eye Captain Ahmed, the crown and the golems were ahmm messily unmade. For some reason I was spared, to this day I still have no idea why…”

”So where did you come from? Did you ever try to go back?”

Azzim shrugged, ”Embarrassingly enough I don’t know, we called it the land, guess what almost everyone does that or something similar. I’ve tried every divination you can imagine and I always get this technically correct but useless answer. So no, I've never tried to go back, I don’t know how. Also after having visited dozens of planes since, I no longer want to. My people hold a number of views I regard as rather backward…”

Vignette:
I found myself in yet another ruined town, in yet another soon to be ruined world. War seemed to be one of the constants of the multiverse, yet the devastation I witnessed here was beyond anything I'd ever seen. The city, its name had been Bel'chamir meaning beautiful spires had been levelled. Where once the grand vizier's alabaster palace had stood there was a writhing mass of worms, each well over a hundred feet long. They were undulating into and out of the earth as if they were sea serpents and it seemed to me that they were feasting upon the vitality of the world, leaving behind naught but a spent husk. Our final refuge on this world was no more, they had won. It was a bittersweet moment for at least we'd managed to herd the last of people through the portal. I remained behind to seal it, it was a small matter to disrupt the power source and I watched with satisfaction as the eldridge power winked out. I stood there for a moment contemplating, but I was putting it off, there was one last thing to do. The dagger or the poison? Bah neither! I would die the way I came into the world, kicking and screaming. I gripped my sword and walked out to face them, one last time.

I blinked as the vision faded and stammered, "Er... Wow!" My eyes adjusted to the darkness of the tent and to the customer in front of me. I needed a moment to pull myself together as the spell's after wash coursed through my system. As spells go communing with the Akashic Record remote as it is wasn't particularly advanced, but I didn't make a habit of carrying squares of polished silver and had used by blood instead to fuel the spell.

"Well?" demanded my customer, "Did you witness the last moments of Prince Azzimond?"

I studied him/her/it for a moment, the hooded cloak was so all concealing I couldn't tell the race let alone the gender of my client. The androgynous voice had little in the way of emotion, I wondered if they might be a technological being.

Taking a breath I replied, "Yes... Squished like a bug I'm afraid. He was a brave man, at least it was quick."

It was hard to tell with the robed but I believe my client nodded before asking, "You saw the worm yes?"

I blanched as I nodded.

My customer lent forwards in an oddly deliberate motion and asked, "My question is this, how would you Azzim Bin Farouq fight such a thing?"

My heart lurched and I felt prickling sensation as beads of sweat formed upon my brow, "Fight it?! Madness! I just witnessed the end of a civilisation! You might as well have asked me how to stop the tide from coming in!"

I felt my voice rising, surely he/they were not serious. An uncomfortable silence filled the room as my client waited, motionless.

I peered at them curiously, "Er you're not kidding are you? You actually want to fight those things... Damn."

My client nodded.

I ran a hand nervously through my hair and thought, fighting a thing of that size head on was suicide.

Rather tentatively I replied, "Well... It uh seemed somehow biological. It must have a life cycle. If I'm correct I'd suggest trying to capture a small one to study, find out what makes them tick. Perhaps there's some substance inimical to them, or maybe a type of energy or a pathogen, or gods help us a predator..."

I stopped with that line of thought, I was describing a lifetime's work, possibly many lifetimes.

"But that's not what you asked. You asked how I would fight it. I wouldn't not head on, I'd cheat. Given how dangerous those things seem it stands to reason others, possibly entire societies of others, have devoted their lives to figuring it out. I just need to find out if any were successful, even once. Armed with that knowledge I could pay the Akashic Record a visit and find out how exactly to fight such a thing."

My customer nodded once before replying in a monotone, "Very good. Proceed."

Description and Personality:
Hailing from a desert tribe Azzim is a distinguished gentleman weathered gently by time. He has deeply tanned skin, and favors comfortable robes over his chain mail. His hair is covered by a stylish blue white and orange turban.

Azzim has a ready smile and is a memorable character, the sort who makes friends easily. He can be very brave when called upon but he's naturally cautious, a planner. Sometimes his plans work, sometimes they don't and when that happens he tends to get a bit flustered.

Generic Daily Hex & Spell Selections:

When Azzim doesn't have any particular plans he would make the following selections.

Wandering Spirit -> Lore
Wandering Hex -> Arcane Enlightenment: Jatembe's Ire, Slow, Emergency Force Sphere, Overland Flight, Reverse Gravity
Wandering Hex -> Spirit Boost
Ritual Hex -> Heaven's Leap

Spells Memorized:
1. Blood Money, Heightened Awareness, Obscuring Mist, Protection from Evil, Strands of The Tangled Knot, Tears to Wine
2. Ashen path, Barkskin, Focused Scrutiny, Fog Cloud, Resist Energy x2
3. Akashic Communion, Daylight, Dispel Magic, Nauseating Trail, Sand whirlwind, Sleet Storm
4. Blessing of Fervor, Emergency Force Sphere, Freedom of Movement, Purify Body, Wandering Star Motes
5. Overland flight, Persistent Slow, Unleash Pandemonium, Wall of Thorns
6. Anti-life shell, Jatembe's Ire, Heal, Chains of Light
7. Familiar Blessing of Fervor, Reverse Gravity, Wind Walk

Spirit Magics (aka Domain Spells):
1. Identify, Remove Sickness
2. Lesser Restoration, Tongues
3. Locate Object, Neutralize Poison
4. Legend Lore, Restoration
5. Breath of Life, Contact other Plane
6. Heal, Mass Owl's Wisdom
7. Greater Restoration, Vision

Current Daily Hex & Spell Selections:

Wandering Spirit -> Lore
Wandering Hex -> Arcane Enlightenment: Major Image, Slow, Mindscape Door, Jatembe's Ire, Mage's Magnificent Mansion
Wandering Hex -> Spirit Boost
Ritual Hex -> Heaven's Leap

Spells Memorized:
1. Cultural Adaption, Heightened Awareness x2, Protection from Evil, Strands of The Tangled Knot, Tears to Wine
2. Ashen path, Barkskin, Focused Scrutiny, Fog Cloud, Resist Energy x2
3. Cure Serious Wounds, Daylight, Dispel Magic, Major Image, Sand whirlwind, Sleet Storm
4. Blessing of Fervor, Air Walk, Freedom of Movement, Purify Body, Mindscape Door
5. Persistent Slow, Breath of Life, Unleash Pandemonium, Wall of Thorns
6. Anti-life shell, Jatembe's Ire, Heal, Chains of Light
7. Familiar Blessing of Fervor, Reverse Gravity, Wind Walk

Spirit Magics (aka Domain Spells):
1. Identify, Remove Sickness
2. Lesser Restoration, Tongues
3. Locate Object, Neutralize Poison
4. Legend Lore, Restoration
5. Breath of Life, Contact other Plane
6. Heal, Mass Owl's Wisdom
7. Greater Restoration, Vision