Eagle Knight

Elen Kozan's page

94 posts. Organized Play character for ZanThrax.


Full Name

Elen Kozan

Race

Aasimar Mysterious Stranger 1 / Tattooed Sorcerer (Elemental (Air)) 1

Classes/Levels

HP 14 / 16 | Grit 3/3 | AC 17 13t 14ff | +4F +6R +2W | Init +7 | Percep + 8 60' DV | Gun: empty

Gender

Male

Size

M

Age

66

Alignment

Neutral Good

Deity

Ragathiel

Location

Absalom

Languages

Common, Kelish, Vudrani

Occupation

Gunsmith

Homepage URL

Character Sheet

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 9
Charisma 17

About Elen Kozan

Elen would be a fairly nondescript man. If not for his above-average height, his stern gaze, and the geometric tattoos that his high collar and long sleeves don't entirely conceal. And the fact that sometimes, his scorpion tattoo seems to change position.

Elen grew up in Absalom with his Varisian mother. And he's stayed in Absalom all these years so that he could take care of her. Even though she was never willing to tell him anything about his father, or what quirk of his ancestry has caused him to age so slowly, he's always known that he wasn't the same as the humans around him.

Her age finally caught up with her over a year ago, and Elen's been looking for someone or something that needs his protection now that his mother no longer does. To that end, he's been hanging around the Pathfinder Society, and has finally been convinced by some of the Silver Crusade members to join up and try to protect Golarion from the extra-planar evils that threaten it.

Elen Kozan:

Elen Kozan
Male Aasimar Gunslinger (Mysterious Stranger) 1/Sorcerer (Tattooed Sorcerer) 1
NG Medium outsider (human, native)
Init +7; Senses darkvision 60 ft.; Perception +8
--------------------
Defence
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 16 (1d10+1d6+2)
Fort +4, Ref +6, Will +2
--------------------
Offence
--------------------
Speed 30 ft.
Melee longsword +1 (1d8/19-20)
Ranged masterwork pistol +5 (1d8/×4)
Spell-Like Abilities (CL 2nd; concentration +5)
. . 3/day—acid splash
Aasimar Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—daylight
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +5):
1st (4/day)—abundant ammunition, mage armour
0 (at will)—detect magic, ghost sound (DC 13), mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 14, Wis 9, Cha 17
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing, Point-Blank Shot, Varisian Tattoo
Traits friend in every town, magical knack
Skills Bluff +7, Craft (alchemy) +6, Diplomacy +10, Intimidate +7, Knowledge (local) +7, Knowledge (planes) +6, Perception +8, Sense Motive +1, Spellcraft +7, Survival +3; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common, Kelish, Varisian
SQ bloodline tattoos, bloodlines (elemental), deed: deadeye, deed: focused aim, deed: gunslinger's dodge, exalted resistance, familiar tattoo, grit, scion of humanity
Combat Gear cold iron firearm bullet (10), wand of cure light wounds (CL 2nd, 50 charges), wayfinder, shining; Other Gear alchemical cartridge (paper) (7), black powder (16), firearm bullet (6), longsword, masterwork pistol, cloak of resistance +1, bandoleer, belt, belt pouch, gunsmith's kit, holster, powder horn, scabbard, spell component pouch, waterskin, 97 gp, 3 sp
--------------------
TRACKED RESOURCES
--------------------
Acid Splash (3/day) - 0/3
Alchemical cartridge (paper) - 0/7
Black powder - 2/16
Cold Iron firearm bullet - 0/10
Daylight (1/day) - 0/1
Detect Evil (At will) - 0/0
Firearm bullet - 1/6
Grit (3/day) - 0/3
Light (At will) - 0/0
Protection from Evil (1/day) - 0/1
Wand of cure light wounds (CL 2nd, 50 charges) - 0/50
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+3) As a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn.
Deed: Gunslinger's Dodge (+2 AC) (Ex) When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack.
Elemental (Air) You may change any energy spell to use your bloodline's energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Exalted Resistance (7) You have spell resistance 7 vs evil spells, or any spell cast by evil outsiders.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Magical Knack (Sorcerer [Tattooed Sorcerer]) +2 CL for a specific class, to a max of your HD.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Wand of cure light wounds (CL 2nd, 50 charges)
--------------------

Familiar:

Scorpion, Greensting
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defence
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 8 (1d8)
Fort +2, Ref +5, Will +2
Immune mind-affecting effects
--------------------
Offence
--------------------
Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Spell Sponge, Weapon Finesse
Skills Acrobatics +4, Bluff -3, Climb +7, Diplomacy -3, Intimidate -3, Perception +6, Spellcraft +0, Stealth +15, Survival +1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
--------------------