Magaambya Priest

Juraan's page

1,407 posts. Alias of Xunal.


Full Name

Juraan Uthlatch

Race

Human

Classes/Levels

Sorcerer (inactive)

Gender

Male

Size

5'5" (165 cm), 155 lb. (70 kg)

Alignment

Chaotic Neutral

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Juraan

Juraan (Human Dragon Disciple 1 / Fighter 1 / Eldritch Knight 2 / Sorcerer 9)
Juraan Uthlatch is a native of Cauldron, having grown up in the Lantern Street
Orphanage with his twin sister, Essodydd. As soon as they were legally adults,
their parents will sent them on two paths. Essodydd went overseas, but Juraan
stayed in Cauldron. Juraan has mixed sorcerous talents he hopes to make use of.

Early Life of Juraan:
Juraan and his twin sister, Essodydd, grew up in Cauldron’s Lantern Street orphanage. Along with many other children whose parents’ lives had been claimed by the Filth Plague.

In many ways, Juraan and Essodydd could not be much more different. Juraan is slight, amiable, charming, and elegant. Essodydd, on the other hand, is sinewy, gruff, boorish, and coarse. Despite this, they were inseparable, as only twins are. What their natures both have in common is an odd mix. They are unrepentant, devoted, unflappable, and frenzied (when provoked enough).

The most striking feature the twins share are crocodilian eyes. They have no visible eye whites, the irises are bright, almost iridescent, and their pupils are large slits. As if that were not strange enough, both also have two different eye colours (heterochromia). The left eye for each is lapis lazuli blue and the right is jade green.

Both Juraan and Essodydd got along with most everyone at the orphanage. Unless slighted by someone. They are both vindictive to anyone who torments them or any of their friends. They also have patience when it comes to vengeance. Their talent of waiting for weeks, even months, as if any slights had been forgotten before lashing out unexpectedly caused Gretchyn, the halfling headmistress of the orphanage more than a few headaches of the years.

One day a few months before Cauldron's current problems, Juraan and Essodydd were taken aback when they walked out of the Orphanage to do some errands for Gretchyn. They were immediately surrounded by armed guards who told them to stay put. Gretchyn came out before the twins could say a word. "Don’t you two worry," she told them. "You’re not in trouble. This time. But this is an invitation you daren’t refuse either! Come along, then! We don’t want to be late"

They walked in silence. The twins were holding hands, though, expecting the worst. They thought their vindictiveness must have gone too far lately. To their surprise, and relief, they were soon ushered into a small meeting room in the Coy Nixie inn. With the guards standing silently at guard in the room, the twins and Gretchyn were brought a prepared meal.

"Well, come on, then!" Gretchyn chided the twins. "This is not your last meal!" She quickly grabbed morsels from their plates and downed them to prove the food was not poisoned. After they ate, Gretchyn spoke again. "Excellent meal, that! Good compensation for the antics of you two over the last few years. Now, the reason we are really here is for the reading of your parents’ will. One of its conditions is that the provisions in it take effect they day you two reach the age of majority. Today is that day!"

As if on cue, the nobleman and great patron of the orphanage, Aeberrin Vanderboren walks into the room. Which keeps the twins speechless. "Juraan! Essodydd! You knew nothing of your parents’ will. And you certainly did not know I was its executor. It is a very strange will at that. Part will, part prophecy."

Vanderboren continues, confident the twins would remain silent. "Your mother and father, Legau and Gwet Uthlatch, had prophecies from sources unknown that led to them creating this will. They both knew that they would die on the same day of the then unforeseen Filth Plague. They left their estate to the Lantern Street Orphanage, where you grew up, on the condition that Gretchyn and I endure your more interesting (and trying) quirks up to today."

"Your parents provided you both with documents of your lineage. It seems both your parents had both black wyrms and earth magics in their own ancestries. Which helps explain how you both can be both patient and frenzied. It also explains your undeniably distinctive eyes. You can read the documents left to you at your leisure for all the details about your parents and yourselves."

"Now, then, it is time for more important provisions than these documents, as fascinating as they may be. Essodydd, because you are the stronger and more calculating, you have equipment and funds to pursue training overseas as a magus. Juraan, as the affable one, have been provided with a job at the Bluecrater academy as an assistant alchemist and herbalist. That setting will help you cultivate your innate sorcerous talents."

After realizing Juraan and Essodydd were still in a stunned stupor, Vanderboren continues. "I know this is a shock. Your parents insisted on this five years before they died. I never met them before the day they insisted I be the executor to their will. Truth to be known, I thought they were mad. Until I realized they died when and how they said they would."

"Another provision of the will is you have a week’s meals and lodging paid for to adjust to your new circumstances. And a word of warning from your parents, and me. Try not to let your vindictive sides get the better of you. Still, good luck to the both of you!" With that, Vanderboren and his guards left without a word.

"Well, then …" Gretchyn finally said after finishing her seconds "… I never thought I would ever see you two at a loss for words! It looks like it’s a good thing for both of you that you got along with JJ, Marigold and the rat-catcher, Kikinnin! They have been busy dealing with problems in and around Cauldron lately. That probably won’t affect you, Essodydd. You’ll be leaving soon. But you’re here to stay, Juraan."

After a short pause, Gretchyn actually started to shed a tear. "Believe it or not, I will miss you both. You are both colossal pains in the backside. I’ve told you that often enough over the years. But I have to admit, you also always made life at the orphanage, INTERESTING too!"

Gretchyn then gave Juraan and Essodydd teary hugs and good wishes. The twins stayed in stunned silence some time after Gretchyn left them.

Juraan still misses Essodydd horribly. But he knows in his heart of hearts his sister is doing well. Wherever she may be. He even took readily to learning both the Draconic and Terran languages, now that he knows more about himself. As good as his job is, he is getting bored and restless. He has heard snippets about the exploits of his fellow orphans JJ and Marigold. As well as their companions. Maybe he can join his friends soon in their adventures? He would like to prove his worth.

Personality:
Befitting some the elements of black wyrms and earth magics in his blood, Juraan has and odd mix of personality traits. He can be almost inhumanly patient and then suddenly become frenzied. He is also affable, but vindictive if provoked.

Motivation:
The will of Juraan's parents, Legau and Gwet, hint that both he and his twin sister have some sort of destinies. Juraan's is to stay in Cauldron, for now, and cultivate his sorcerous talents. Now that he knows about himself, he is eager to prove his worth.

Stat Block:
Juraan
Juraan
Male human dragon disciple 1/eldritch knight 2/fighter (archer) 1/sorcerer (cross-blooded) 9 (Pathfinder RPG Advanced Player's Guide 104, Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +15
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Defence
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AC 22, touch 14, flat-footed 20 (+4 armour, +2 deflection, +2 Dex, +4 natural; +2 deflection vs. evil)
hp 76 (13 HD; 9d6+3d10+1d12+13)
Fort +9, Ref +6, Will +9; +4 save vs. Acid (Wyrm Blooded campaign trait); +2 resistance vs. evil
Resist acid 10
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Offence
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Speed 30 ft.
Melee dagger +10/+5 (1d4+1/19-20) or
. . skewer (+1 rapier) +11/+6 (1d6+2/18-20)
Ranged Hlanamm's spear +11 (1d6+2) or
. . long thorn (+1 bow) +12/+7 (1d8+2/×3 plus 1d6 acid)
Special Attacks claws (2, 1d6 plus 1d6 acid, treated as magic weapons, 7 rounds/day)
Bloodline Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—elemental ray (1d6+4 acid)
Sorcerer (Cross-blooded) Spells Known (CL 10th; concentration +14)
. . 4th (6/day)—black tentacles, elemental body I, wall of fire
. . 3rd (7/day)—fireball (DC 18), haste, protection from energy, spiked pit[APG] (DC 17)
. . 2nd (7/day)—flaming sphere (DC 17), frigid touch[UM], resist energy, scorching ray, see invisibility, web (DC 16)
. . 1st (7/day)—burning hands (DC 16), gravity bow[APG], mage armour, magic missile, shocking grasp, unseen servant, vanish[APG] (DC 15)
. . 0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, light, mage hand, message, prestidigitation, ray of frost, read magic, resistance
. . Bloodline Draconic, Elemental (earth)
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Statistics
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Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 18
Base Atk +8.25; CMB +9; CMD 23
Feats Arcane Strike, Blind-fight, Cosmopolitan[APG], Eschew Materials, Focused Spell[APG], Intensified Spell[APG], Point-Blank Shot, Precise Shot, Reach Spell[APG], Spell Focus (evocation), Spell Penetration, Weapon Finesse
Skills Appraise +6, Bluff +9, Climb +5, Craft (alchemy) +17, Diplomacy +8, Escape Artist +6, Fly +6, Handle Animal +8, Intimidate +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +7, Knowledge (planes) +8, Linguistics +9, Perception +15, Profession (herbalist) +9, Ride +6, Sense Motive +7, Spellcraft +16, Survival +7, Swim +7, Use Magic Device +20
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Gnome, Halfling, Terran, Undercommon
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points
Combat Gear necklace of fireballs iii, ring of the ram, scroll of silent image, scroll of wall of fire, wand of colour spray, wand of cure light wounds, wand of cure light wounds (25 charges), wand of cure serious wounds (20 charges), wand of greater invisibility (10 charges), wand of mage armour (22 charges), acid (3), tanglefoot bag (6), weapon blanch (silver)[APG]; Other Gear Hlanamm's spear, long thorn (+1 bow) (+1 Str), skewer (+1 rapier), arrows (60), dagger, amulet of natural armour +1, bracers of archery, lesser, bracers of armour +1, cloak of resistance +1, efficient quiver, handy haversack, ioun torch ioun stone[APG], ring of protection +2, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], parchment (4), pot, scroll box[UE], soap, trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], 73 gp, 3 sp, 5 cp
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Tracked Resources
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Acid - 0/3
Acid Claws (7 rounds/day) (Su) - 0/7
Arrows - 0/60
Dagger - 0/1
Elemental Ray (1d6+4 acid, 7/day) (Sp) - 0/7
Fireball (3d6) - 2/4
Fireball (5d6) - 1/2
Fireball (7d6) - 1/1
Hlanamm's Spear - 0/1
Ring of the ram - 32/50
Tanglefoot bag - 0/6
Trail rations - 0/5
Wand of colour spray - 6/50
Wand of cure light wounds - 47/50
Wand of cure light wounds (25 charges) - 22/25
Wand of cure serious wounds (20 charges) - 0/20
Wand of greater invisibility (10 charges) - 0/10
Wand of mage armour (22 charges) - 12/22
Weapon blanch (silver) - 0/10
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Special Abilities
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Acid Claws (7 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Acid) that bypass DR as magic weapons.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Acid energy.
Elemental Ray (1d6+4 acid, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Spell You can cast a spell that gains +2 DC against one of its multiple targets.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
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size: 5'5" (165 cm), 155 lb. (70 kg)

Eyes: Juraan has heterochromia: each eye has a
different bright colour. The right eye is lapis lazuli blue,
and the left is jade green. Both eyes are also crocodilian.
Neither has visible eye whites and the pupils are slits.

Lantern Street Orphan campaign trait:
• +1 Trait bonus to WILL saves

Wyrm Blooded campaign trait:
• +4 bonus to all saves vs. acid effects
• +2 bonus on Swim skill checks
• +1 bonus on Perception skill checks
• -1 penalty on reflex saves

Worm slayer bonus trait: 'You have demonstrated in the past to excel at killing worms. You get +1 to hit, +1 to damage and +1 AC when fighting worms. You also gain +1 to Knowledge checks related to worms.'

Worm disdain bonus trait: 'You have showed in the past successful foolish bravery when fighting worms. You cannot think on retreat when fighting a worm.'

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spell list:
Caster Level (CL) = 10
Caster Check = 1d20 + 10
Caster Check v. Spell Resistance = 1d20 + 12

Key:
Bullet ( • ) - regular spells
Section Sign ( § ) - metamagic enhanced spell
Double Dagger ( ‡ ) - combined bloodline arcana option(s)

Ranges:
(T) = Touch = with one's hand
(S) = Short = 35 ft. (25 ft + 5 ft/2 levels)
(M) = Medium = 200 ft. (100 ft + 10 ft/level)
(L) = Long = 800 ft. (400 ft + 40 ft/level)

Level 0 spells (cantrips)
• Arcane Mark
• Dancing Lights
• Detect Magic
• Disrupt Undead
• Light
• Mage Hand
• Message
• Prestidigitation
• Ray Of Frost
• Read Magic
• Resistance

Level 1 spells
• Burning Hands - DC 16, 15 ft Cone, 5d4 fire (or 5d4+5 acid ‡)
• Gravity Bow
• Mage Armour (bloodline spell)
• Magic Missile - (M) (5 × 1d4+1)
• Shocking Grasp - (T), 5d6 electricity (or 5d6+5 acid ‡)
• Unseen Servant
• Vanish - DC 15 (T)

Level 2 spells
• Flaming Sphere - DC 17, (M), 3d6 fire (or 3d6+3 acid‡)
• Frigid Touch, (T), 4d6 cold (or 4d6+4 acid‡)
• Resist Energy (bloodline spell)
• Scorching Ray - (M), two rays of 4d6 fire (or 4d6+4 acid ‡)
• See Invisibility
• Web - DC 16
§ Focused Burning Hands - DC 18/16, 15 ft Cone, 5d4 fire (or 5d4+5 acid ‡)
§ Intensified Burning Hands - DC 16, 15 ft Cone, 10d4 fire (or 10d4+10 acid ‡)
§ Intensified Shocking Grasp - (T), 10d6 electricity (or 10d6+10 acid ‡)
§ Reach Magic Missile - (L), (5 × 1d4+1, force)
§ Reach Shocking Grasp - (S), 5d6 electricity (or 5d6+5 acid ‡)

Level 3 spells
• Fireball - DC 18, (L) 10d6 fire (or 10d6+6 acid ‡)
• Haste - Close
• Protection From Energy (bloodline spell)
• Spiked Pit - DC 17, (M)
§ Focused Flaming Sphere - DC 19/17, (L), 3d6 fire (or 3d6+3 acid‡)
§ Intensified Reach Shocking Grasp - (S), 10d6 electricity (or 10d6+10 acid ‡)
§ Reach Frigid Touch - (S), 4d6 cold (or 4d6+4 acid‡)
§ Reach Resist Energy - (S)
§ Reach Scorching Ray - (M), two rays of 4d6 fire (or 4d6+4 acid ‡)
§ Reach Shocking Grasp - (M), 5d6 electricity (or 5d6+5 acid ‡)

Level 4 spells
• Black Tentacles - (M)
• Elemental Body 1 (bloodline spell)
• Wall of Fire, (M)
§ Focused Fireball - DC 20/18, (L) 10d6 fire (or 10d6+6 acid ‡)
§ Reach Frigid Touch - (M), 4d6 cold (or 4d6+4 acid‡)
§ Reach Haste - (M)

Level 5 spells
§ Reach Black Tentacles - (L)
§ Reach Wall of Fire, (L)

Note of Focused metamagic spells: e.g. DC 18/16 means DC 18 against one target
chosen by the spellcaster, all others affected by the spell at DC 16.