Kardinnyr Azrinrae

Cazithiel's page

171 posts. Organized Play character for Wrong John Silver.


Full Name

Cazithiel

Race

Elf

Classes/Levels

Cleric 1 [HP 6/9, AC 17/ff 13/t 14, Fort +2, Ref +4, Will +5, Init +8, Per +3, Spd 40', ToD 3/6, DS 1/6, Channel 0/2]

Gender

Male

Size

Medium

Alignment

Chaotic Neutral

Deity

Count Ranalc

Languages

Common, Elven, Sylvan

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

About Cazithiel

Combat Stats:

Init +8 (+4 Dex, +2 racial, +2 trait)
Fort +2 (+2 base, +0 Con)
Ref +4 (+0 base, +4 Dex)
Will +5 (+2 base, +3 Wis)
HP 9 (8 +1 FC)
AC 17/ff 13/touch 14 (+4 Dex, +3 Armor)
BAB +0
CMB +0 (+0 Str)
CMD 14 (10 +0 CMB +4 Dex)
Move 40' (run x5)

Attacks:
Touch of Darkness +4 (touch, grant everyone Concealment for 1 round)
Rapier +4 (1d6, 18-20/x2)
Sling +4 (1d4, 20/x2, 50')

Elf Racial Features:

Medium Size, 30' move
Low-Light Vision
Elven Immunities: Immune to sleep, +2 save vs. Enchantment
Desert Runner: +4 on Con checks vs. fatigue for running, forced march, starvation, thirst, hot or cold environments (Advanced Race Guide)
Fleet-Footed: +2 Initiative, Run feat for free (Advanced Race Guide)

Cleric Class Features:

Patron Deity: Count Ranalc (Inner Sea World Guide)
Weapon Proficiency: Simple weapons, Rapier
Armor Proficiency: Light, Medium, Shields
Orisons
Spontaneous Casting: Cure
Aura: Chaotic
Darkness Domain: Free Blind-Fight
- Touch of Darkness: Touched creature treats everyone as having Concealment for 1 round, 6/day
Exploration Domain: +10' speed (Advanced Player's Guide)
- Door Sight: Touch a surface, see what's on the other side, as with clairvoyance, 7 inches maximum size, 6/day
Channel Positive Energy 2/day, 1d6, DC 10

Feats:

Run (free, racial): Run at x5 speed (x4 speed with heavy load). +4 Acrobatics for running jumps. Retain Dex bonus to AC when running.
Blind-Fight (free, Darkness domain): Reroll miss chance once each time missing from Concealment. Invisible attackers get no melee bonuses. No Acrobatics checks needed to move at full speed while blinded.
Weapon Finesse: Use Dex for attack bonus instead of Str with light weapons or rapiers.

Skills:

Acrobatics +9 (1 rank, +3 class, +4 Dex, +1 trait) (+4 Run and +4 speed for running jumps)
Knowledge(Religion) +5 (1 rank, +3 class, +1 Int)
Knowledge(Planes) +5 (1 rank, +3 class, +1 Int)

Traits:

Rice Runner: +1 Acrobatics, Acrobatics is a class skill (Dragon Empires Primer)
Warrior of Old: +2 Initiative (Advanced Player's Guide)

Equipment:

Rapier 20gp 2lb
Masterwork Studded Leather 175gp 20lb
Sling -- --
Silver Bullets (10) 1gp 5lb
Monk's Outfit -- 2lb
Spell Component Pouch 5gp 2lb
Holy Symbol Tattoo 100gp -- (Ultimate Equipment)
Belt Pouch 1gp 0.5lb
Alchemist's Fire 20gp 1lb
Wand of Cure Light Wounds (50 charges) 2 PP

726 gp

Total Encumbrance: 32.5 lb

Light: 0-33 Medium 34-66 Heavy 67-100

Spells:

Spell Level 0: 3/day
Spell Level 1: 2+1/day

Domain Spells: obscuring mist, expeditious retreat

Prepared:
Orisons: Create Water, Light, Guidance
Level 1: Expeditious Retreat, Bless, Obscuring Mist

XP: 2 PP: 2 Fame: 4

Adventure Tracking:

Among the Living: 1 XP, 2 PP, 420 GP, Received Boon: Lingering Resonance

Sold Lamellar Cuirass for 15 gp
Bought Masterwork Studded Leather for 175 GP

Master of the Fallen Fortress: 1 XP, 2 PP, 479 GP

Boons:

Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time that you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. Choose one of the following benefits, and cross the other off your Chronicle sheet.
• When you cast the listed spell, you may increase the DC of the saving throw by 2.
• When you roll a saving throw against the listed spell, you gain a +4 bonus on the save.
You may use this bonus once for free, after which you should check the box below; each additional use of the selected benefit costs 1 Prestige Point.

Cazithiel was abandoned as an infant on the outskirts of Jinin long ago on account of his oddly dusky skin. Taken in by a roving band and spending his childhood in a nomadic herd between Honggal and the Forest of Shadows, he was captured and spent his adolescence as a slave in the rice paddies.

He has never felt at home with anyone, partly because of his Forlorn nature, but doubly so thanks to his unfortunately ashen pallor, leading many to suspect that he is somehow connected with the drow. Sometimes, he suspects himself he is as well.

His personally shadowed nature, however, and his time in the Forest of Shadows (which he is loth to discuss) has caused him to embrace the wisdom of Count Ranalc, and now he wanders the land, seeking out adventure. He was fortunate to meet up with representatives of the Lantern Lodge, who recognized his skills, purchased and freed him from his servitude, and now he is a loyal member of the Pathfinder Society. Traveling as far from home as he can imagine, he now wanders Absalom with a fatalistic curiosity.

Character Development:

All levels Cleric.
1: Run, Blind-Fight, Weapon Finesse. Touch of Darkness, Door Sight.
2:
3: Dodge
4:
5: Mobility
6:
7: Spring Attack
8: Eyes of Darkness, Dimensional Hop
9: Wind Stance
10:
11: Extend Spell
12: