Doctor Raziel Windrunner
Male Elf Fighter (lore warden) 1/Unchained Rogue 3
NG medium humanoid
(6'2", 130 lbs., long silver hair, black eyes, 134 years old)
Init +5 Senses Low-Light Vision Perception +10
DEFENSE AC 21, touch 16, flat-footed 15
Fort 3 Reflex 8 Will 2
OFFENSE Speed 30 ft
Melee Masterwork Cold Iron Elven Curve Blade +9 (1d10+7/18-20/x2)
Ranged Ranged Touch +8 (acid splash, 1d3 acid dmg, CL 3rd, Range 30 ft./x2)
Special Attacks Sneak Attack +2d6, Finesse Training (Elven Curve Blade)
Space 5 Reach 5
STATISTICS STR 10 DEX 20 CON 11 INT 16 WIS 12 CHA 12
BAB 3 CMB 3 CMD 19
Feats Dodge, Mobility, Extra Rogue Talent
Skills Acrobatics 12, Appraise 9, Climb 4, Diplomacy 7, Disable Device 15, Escape Artist 10, Heal 10, Knowledge (arcana) 7, Knowledge (dungeoneering) 7, Knowledge (engineering) 7, Knowledge (geography) 7, Knowledge (history) 7, Knowledge (local) 7, Knowledge (nature) 7, Knowledge (nobility) 7, Knowledge (planes) 7, Knowledge (religion) 7, Linguistics 7, Perception 10, Spellcraft 7, Stealth 12, Use Magic Device 8
Languages Elven, Common, Celestial, Draconic, Gnoll, Ancient Osiriani
Gear Masterwork cold iron elven curve blade, +1 mithral chain shirt, Thieves' tools - masterwork, Kit - Dungeoneering - deluxe (contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch), Kit - Rogue's (includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin), Glass cutter, Glue paper x10, Tent - small, Waterskin x4, Rope - silk (50 ft) x5, Explorer's outfit, Backpack - masterwork, Mess kit, Antitoxin (vial) x3, Antiplague (vial) x2, Healer's kit x2, Goggles - snow, Potion of Cure Light Wounds (CL: 1) x5, Potion of Shield (CL: 1) x5, Potion of Grease (CL: 1), Potion of Pass Without Trace (CL: 1) x2, Handy Haversack
Class Features: Scholastic, Finesse Training (Elven Curve Blade), Sneak Attack +2d6, Trapfinding, Evasion, Rogue Talent (Trap Spotter, Minor Magic - Acid Splash), Danger Sense +1
Traits: Foreign Opportunist (Campaign - Mummy's Mask), Precise Treatment (Basic - Magic), Caretaker (Basic - Faith)
Alternate Racial Trait - Envoy:
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
Doctor Raziel Windrunner is a trained surgeon who has lent his healing skills to many elven commanders in the Kyonin campaigns against Treerazer during his early years. By luck, and no less thanks to his keen mind, he has avoided an early demise in these war theaters by sticking to the patching up of fallen soldiers and knowing when to retreat so as to keep doing his job another day.
Throughout his long life, thanks to his survival during his war campaigns and also due to the recognition of elven nobles after saving so many sons and daughters of Kyonin, he has become a connoisseur of fine arts, antiques and ancient objects. And thus he began his travels across Avistan to unearth any rare piece he could find, benefiting various groups he allied himself with.
However, when the Ruby Prince opened Osirion's ancient tombs and burial sites to foreign explorers seven years ago, he could not resist traveling to the southern continent, a decision also aided by his affinity for Sarenrae and his long-time wish to experience the southern cultures influenced by her faith. There he began the next chapter of his life, continuing his quest for antiques, and continuing to hone his surgical skills with any new venture partners he can find.
Doctor Windrunner is friendly, for an elf. He knows when his opinion is not required, but when solicited, he joyfully shares his knowledge of fine arts and antique. When operating on a patient, he constantly describes, in the third person, every incision, cut and stitching he is about to perform, whether there are people witnessing the procedure or not.
The Doctor also enjoys daily sparring with the sword with whoever he can find. He maintains that a daily regimen of exercise and plentiful water is necessary for a healthy life, the latter being hard to get by at times while out in the arid wilderness of Osirion.
• +4 dodge - vs attacks of opportunity when you move through a
creature's threatened area. (Mobility)
• +1 dodge - vs traps (Danger Sense +1)
• +5 alchemical - on Fortitude saves against disease for one hour after
drinking (Antiplague (vial))
• +5 alchemical - vs poison for one hour after drinking (Antitoxin
• +2 circumstance - when using kit (Healer's kit)
• +1 - to locate traps (Trapfinding)
• +1 - to avoid being surprised by a foe (Danger Sense +1)
• +1 - vs traps (Danger Sense +1)
• +2 racial - vs enchantment spells and effects (Elven Immunities)