![]()
About KazellSorcerer (Phoenix Bloodline) 4 | HP 18/18 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 3 / CMD 16 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None STR 14 (+2) [3 points, level 4 increase]
BAB +1
=== Resistances === === Weapons ===
Tengu Bite Attack
Ranged: Orc Hornbow
--+1/+1 within 30 feet === Armor === None currently.
Traits, Feats, and Special Abilities:
=== Traits === Extremely Fashionable (Equipment) [Whenever you are wearing clothing and/or jewelry worth at least 150 gold (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.]
=== Feats === Point-Blank Shot [+1/+1 to ranged attacks within 30 feet]
=== Racial Abilities === Exotic Weapon Training [Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 +Int bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.]
=== Class Abilities === Bloodline Arcana (Phoenix Sorcerer) [When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.]
5th Level -- Unseen World boost (bloodline)
Skills:
18 skill points [2 +1 Int +1 favored class +2 background = 6/Level] Acrobatics +3 |+3 Dex
Spells:
Caster Level 4 | Concentration +8 (Caster level + ability mod) **All Spells that deal fire damage can be used to heal (heal 1/2 of the damage dice in HP) === Spell-Like Abilities ===
=== Level Zero === (DC 13)
Acid Splash
=== Level One === (DC 14)
Burning Hands
=== Level Two === (DC 14)
Commune with Birds
5th Level -- See Invisibility (Bonus Spell, bloodline) === Level Three === (DC 15) 7th Level -- Magic Circle Against Evil (Bonus Spell, bloodline) === Level Four === (DC 16) 9th Level -- Wall of Fire (Bonus Spell, bloodline) === Level Five === (DC 17) 11th Level -- Break Enchantment (Bonus Spell, bloodline) === Level Six === (DC 18) 13th Level -- Path of the Winds (Bonus Spell, bloodline) === Level Seven === (DC 19) 15th Level -- Firebrand (Bonus Spell, bloodline) === Level Eight === (DC 20) 17th Level -- Prismatic Wall (Bonus Spell, bloodline) === Level Nine === (DC 21) 19th Level -- Fiery Body (Bonus Spell, bloodline) Equipment:
Artisan's tools: Bookbinding [5 gold] Backpack [2 gold] Bandolier [.5 gold] Bedroll [.1 gold] Belt Pouch [1 gold] Explorer's outfit [free] Rope (100 feet) [2 gold] Orc Hornbow [130 gold] Quiver with regular arrows (100) [5 gold] Waterskin [1 gold] Current Wealth: 20,000.4 gold (4 gold to V for ammunition) Starting Gold: 150 gold
Loot:
=== From Sylvia's Place === 6 Potions of Cure Light Wounds--2 used by Kazell 2 Potion of Cure Moderate Wounds 2 Potions Remove Sickness 1 Potion Delay Poison 1 potion of acid breath 1 potion of alter person Wand of Cure Light Wounds with 38 charges remaining-- Malik
=== Cabin where we rescued Sylvia ===
=== Bandit Loot === --3 composite long bows
Guard/Musketeer Loot: 8 rapiers
Magic coin cask (like a bag of holding, but holds unlimited coins) with 200,000 gold (all in silver) [Divided 20K to each character, left with 100,000][resurrected VI--down to 91,830] Green Witch Lair:
Background:
Kazell runs the bookstore in Burrowdar. She has a wide variety of books for her customers, being skilled in repairing and sometimes rebinding books that are in bad shape. She specializes in magical texts, and sometimes trades for magical items as well when she comes across them. Some might question the legality of some of her transactions, but Kazell avoids anything she believes would actually harm anyone. She isn't as concerned about legality as she is about the preservation of the interesting knowledge and items she comes across. Knowledge trumps just about anything, to her, and that is her central motivation... although shiny things are nice too. She tries not to take sides between the lawfuls and the chaotics. Going strictly according to the rules 100% of the time overlooks the need for mercy and flexibility... but embracing anarchy ignores the need for justice. Both sides were good in some ways, and way off in others, and their silly war was helping no one. She doesn't typically express her true political or religious views of course, just mentioning that she worships Nera if anyone asks. So many people worshipped the war gods, claiming to be good, but in her mind she questions how war can be good at all. Honestly, she has more affinity with the followers of Marxious than anyone who worshipped "the three." Anyone who lived near a forest could understand that fire was destructive, but also brought renewal and new life from the ashes by burning off the old and making way for the new. She's friends with the owner of the woodworking shop next door, who she knows is also a devotee of Nera, and is a member of the town watch.
|