Jakaw Razorbeak

Kazell's page

195 posts. Alias of Zanbabe.


Full Name

Kazell

Race

Tengu

Classes/Levels

Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Gender

Map NG Female

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Nera

Location

Burrowdar

Languages

Common (Draconic), Tengu, Elven

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

About Kazell

Sorcerer (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]
DEX 16 (+3) [5 points, +2 racial]
CON 10 (+0) [2 points, -2 racial]
INT 12 (+1) [2 points]
WIS 10 (+0) [-2 points, +2 racial]
CHA 16 (+3) [10 points]

BAB +1
HP: full first level, half+1 thereafter (this is a guess, not confirmed)

=== Resistances ===

=== Weapons ===
Melee:

Tengu Bite Attack
Attack +2 | Damage 1d3+2 | x2 | B, P, and S

Ranged:

Orc Hornbow
+4 Attack | 2d6+2 Damage (3d6 base with gravity bow) | x3 | Piercing | Range 80 feet

--+1/+1 within 30 feet

=== Armor ===

None currently.
[AC = 13 [10 +3 Dex Modifier] / Touch 13 / Flat-Footed 10]

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.]
Seeker (Social) [You are always on the lookout for reward and danger. +1 trait bonus on Perception checks, and Perception is always a class skill for you.]
Two-World Magic (Magic) [Select one 0-level spell from a class spell list other than your own.]

=== Feats ===

Point-Blank Shot [+1/+1 to ranged attacks within 30 feet]
Precise Shot

=== 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.]
Glide [Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.]
Natural Weapons [A tengu has a bite attack that deals 1d3 points of damage.]
Senses [Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.]
Sneaky [Tengus gain a +2 racial bonus on Perception and Stealth checks.]

=== 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.]
Immolation (bloodline) [At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive. Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.]
The Unseen World (Su) [At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.]
Weapon and Armor Proficiency [Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.[/b]

5th Level -- Unseen World boost (bloodline)
7th Level -- Bonus Feat
9th Level -- Vermilion Wings
13th Level -- Bonus Feat
15th Level -- Restoring Flames
19th Level -- Bonus Feat
20th Level -- Rebirth

Skills:

18 skill points [2 +1 Int +1 favored class +2 background = 6/Level]

Acrobatics +3 |+3 Dex
+Appraise +1 |+1 Int
+Bluff +8 |+3 Cha +1 rank +3 class skill [+1 when wearing 150 gold worth of clothing and/or jewelry (Extremely Fashionable)]
Climb +2 |+2 Str
+Craft: Books +5 |+1 Int +1 rank +3 class skill
+Diplomacy +11 |+3 Cha +4 rank +3 class skill [+1 when wearing 150 gold worth of clothing and/or jewelry (Extremely Fashionable)]
Disable Device* +4 |+3 Dex +1 rank
Disguise +3 |+3 Cha
Escape Artist +3 |+3 Dex
+Fly +7 |+3 Dex +1 rank +3 class skill
Handle Animal* +X |+3 Cha
Heal +0 |+0 Wis
+Intimidate +8 |+3 Cha +1 rank +3 class skill [+1 when wearing 150 gold worth of clothing and/or jewelry (Extremely Fashionable)]
+Knowledge Arcana* +5 |+1 Int +1 rank +3 class skill
Knowledge Dungeoneering* +X |+1 Int
Knowledge Engineering* +X |+1 Int
Knowledge Geography* +2 |+1 Int +1 rank
Knowledge History* +2 |+1 Int +1 rank
+Knowledge Local* +5 |+1 Int +1 rank +3 class skill
Knowledge Nature* +X |+1 Int
Knowledge Nobility* +X |+1 Int
Knowledge Planes* +X |+1 Int
Knowledge Religion* +X |+1 Int
Linguistics* -- |+1 Int
+Perception +11 |+0 Wis +4 rank +3 class skill +2 Sneaky (race) +2 Seeker (trait)
Perform: Oratory +3 |+3 Cha
+Profession: Shopkeeper/Smuggler +4 |+0 Wis +1 rank +3 class skill
Ride +3 |+3 Dex
Sense Motive +0 |+0 Wis
Sleight of Hand* +X |+3 Dex
+Spellcraft* +5 |+1 Int +1 rank +3 class skill
Stealth +7 |+3 Dex +2 rank +2 Sneaky (race)
Survival +0 |+0 Wis
Swim +2 |+2 Str
+Use Magic Device* +7 |+3 Cha +1 rank +3 class skill

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 ===
(none)

=== Level Zero === (DC 13)
Spells Known: 6 plus bonus spells

Acid Splash
Detect Magic (Bonus from Unseen World)
Light
Mage Hand
Mending
Open/Close
Prestidigitation
Read Magic (Bonus from Unseen World)
Stabilize (Bonus from Two-World Magic)

=== Level One === (DC 14)
Spells Known: 3 +Bonus spells (ability score and bloodline)
Spells per day 6

Burning Hands
Color Spray (Bonus Spell, bloodline)
Gravity Bow
Summon Minor Monster
True Strike

=== Level Two === (DC 14)
Spells Known: 1 +Bonus spells (ability score and bloodline)
Spells per day 6

Commune with Birds
Invisibility

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
Total Starting Equipment: 145.6 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
wand of cure Serious Wounds with 22 charges remaining-- Malik

=== Cabin where we rescued Sylvia ===
--Several maps of the area
--Type II Necklace of Fireballs, but the 8d6 bead has been used, leaving only two 4d6 and two 2d6 beads (Fireball at spot thrown, DC 14)

=== Bandit Loot ===

--3 composite long bows
--53 odd arrows
--2 packets which appear to be a very deadly mixed poison tablet
--Wooden holy symbol (The Holy Symbol itself is like that of Attrianna, the Goddess of war, the hunt, the moon, and animals, but with the stag head as a skull rather than live head.)

Guard/Musketeer Loot:

8 rapiers
8 chain shirts
3 pistols
3 muskets
47 shots in paper cartridges

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:
Carved stone idol (30 gp)
Gold censer with silver filigree (90 gp)
Gold puzzle box (500 gp)
Painting of a princess (100 gp)
Polished darkwood chalice (50 gp)
Silver holy symbol (25 gp)
Scroll of Whispering Wind (cr, 150 gp)
Wand of Doom (cr, 750 gp)

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.