Vreeg

Jazdac Strazdec's page

16 posts. Alias of dwilhelmi.


Full Name

Jazdac Strazdec

Race

Dwarven Tiefling

Classes/Levels

Stonelord 1/Celestial Summoner 1 | HP 13/13 | AC 20, T 13, FF 17 | CMD 19 | F +5, R +3, W +4 [+1 vs Spells] | Init +3 | Perception +8

Gender

Male

About Jazdac Strazdec

Level 1 Stonelord Paladin/Celestial Commander
LG Dwarven Tiefling
Init +3
Darkvision 60 ft.
Perception +8
3'11", 164 Lbs.

Stats
Str 20, Dex 16, Con 16, Int 14, Wis 15, Cha 20, Comeliness 11

Defense
AC 20, touch 13, flat-footed 17
HP 13
Fort +5, Ref +3, Will +4 (+1 to all vs. spells, spell-like abilities, and poison)
Resist Fire 5

Speed 30 ft. (20 ft. in armor)
CMB +6 (+8 dirty trick, disarm, reposition, steal, trip)
CMD 19 (21 vs. dirty trick, disarm, reposition, steal, trip)

Offense
Base +1
Melee +6
Ranged +4

mwk cold iron bardiche +7 (1d10+7/19-20)
bite +6 (1d6+7)

10/day — summoning mastery (Summon Monster I)
8/day — fire bolt (1d6 fire)
3/day — burning hands (DC 16), feather fall, long arm
1 round/day - stonestrike
at will — detect evil, detect magic, mage hand, mending, read magic

Feats
Combat Reflexes
Deft Maneuvers

Bonus Feats

Traits
Exposed to Awfulness
Adopted (Glory of Old)
Demonbane Summoner
Omen

Drawbacks
Umbral Unmasking

Adventuring Skills
Acrobatics -1 (-5 to jump)
Bluff +5
Climb +1
Diplomacy +5
Disguise +5
Escape Artist -1
Fly -1
Heal +6
Intimidate +10
Knowledge (planes) +6
Knowledge (religion) +6
Perception +8
Ride -1
Sense Motive +6
Spellcraft +6
Stealth -1
Survival +2
Swim +1
Use Magic Device +9

Background Skills
Appraise +2
Handle Animal +9
Linguistics +6

Languages
Abyssal, Celestial, Common, Draconic, Ignan, Infernal

Special Abilities
Aura of Good
Detect Evil
Stonestrike (+1 damage)
Divine Tongues
Domain (ash)
- Fire Bolt
Summoning Mastery (Summon Monster I)

Items
Scroll of Comprehend Languages
Scroll of Endure Elements
Breastplate
Masterwork cold iron bardiche
Wooden holy symbol of Angradd
49 gp

Combat Reflexes (4 AoO/round):
Can make extra attacks of opportunity/rd, and even when flat-footed.

Deft Maneuvers:
You don't provoke attacks of opportunity when tripping.

Divine Tongues:
You learn the celestial languages, and every creature you summon can understand it.

Fire Bolt 1d6 fire (8/day):
As a standard action, ranged touch attack deals fire dam to foe in 30 ft.

Stonestrike +1 (1 rounds/day):
Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.

Glory of Old:
You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Omen:
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Umbral Unmasking:
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Background:

Angradd isn't the sort of deity one would normally associate with the Stonelords, but uncommon doesn't equal impossible. Angradd is the embodiment of the idea that the best defense is a good offense, and as such was much more equated with the attack side of the equation; yet to a solid tactical mind, offense and defense meld together to be almost indistinguisable from each other. At the Worldwound, as in all offensive wars, it was important to hold the line when gains were made. When you go up into enemy territory, plant your feet, and say No More, you had bloody well better have the manpower to back it up and hold the damn line. The Stonelords of Angradd's domain were exactly that - they push the line forward and hold it when they do.

Stonelords of Angradd were not normal, and Jazdac was not a normal dwarf. The blood of demons flowed in his veins just as much as that of dwarves, and that heritage showed through his physical features more than anywhere - his skin is a rock-hard scaly grey, his eyes a pupilless white, his mouth full of razor-sharp teeth, and he cast absolutely no shadow. Yet while his demon heritage ruled his body, his mind belonged to the dwarves. In fact, his mind was often more dwarven than many other dwarves; it had to be, in order to begin to be accepted. His parents had always supported him, but the rest of his community had difficulty doing so, and so he took up the call to serve Angradd with a ferocity that exceeded any other. The demon blight festered on this world, as much as it did upon his own body, and he burned with the need to see it wiped from existence.

So he took the lessons of the Stonelords, and became like molten lava itself - stone like any other, yet heated with the fires of passion to creep ever forward into the face of the enemy and beyond. This crusade was about more than any one particular dwarven stronghold, it was about defending the whole of reality from this demonic incursion, and through the fires of Angradd Jazdac would march forward to the edge of Hell itself, plant his stubborn feet, and tell those demonic bastards that they would no longer be allowed to step one scaled claw into this world.