Seryzilian

Kazurrariss's page

14 posts. Alias of DarkOne the Drow.


About Kazurrariss

Kazurrariss

Game: Hunt for the Ebon Claw
Game master: Chingo Chaplo
Setting: Dark Ages of Aetheras
System: Pathfinder with custom rules

Levels: Sorcerer (Linnorm: Tarn) 3

Race: Skymp

Alignment: Chaotic Neutral

Progression:
Creation: 500 CP
Race: 50 CP
Abilities: 200 CP
Feats: 200 CP
Equipment: 50 CP

1: sorcerer: 9 = 6+3(Con) HP, 2 feats, FC: Skill
2: sorcerer: 8 = 5+3(Con) HP, FC: Skill
3: sorcerer: 7 = 4+3(Con) HP, 1 feats, FC: Skill

Achievements:
...

Statistics:
Ability Scores
STR: 12 (+1) = 12
DEX: 15 (+2) = 13 +2(race)
CON: 16 (+3) = 14 +2(race)
INT: 8 (-1) = 10 -2(race)
WIS: 10 (+0) = 8 +2(100 CP)
CHA: 16 (+3) = 15 +1(100 CP)
Creation: base + buy

Size: Medium
Speed: walk: 30' / 30', swim: 30' / 30'
Vision: Normal, Darkvision: 60' (or 120' awaiting Chingo's response)

Deity: None
Home territory: Slarlakharna
Association/tribe: Slarlakharna

Languages: Draconic(r), Common(r)

Favoured class: Sorcerer
Animal Companion: None
Familiar: None

Archetypes used: None

Skills:
+Acrobatics: 2 = 0(ranks) +2(Dex)
*+Appraise: -1 = 0(ranks) -1(Int)
*+Bluff: 3 = 0(ranks) +3(Cha)
+Climb: 1 = 0(ranks) +1(Str)
*+Craft (Untrained): -1 = 0(ranks) -1(Int) [1sp / day]
+Diplomacy: 3 = 0(ranks) +3(Cha)
Disable Device: --
+Disguise: 3 = 0(ranks) +3(Cha)
+Escape Artist: 2 = 0(ranks) +2(Dex)
*+Fly: 2 = 0(ranks) +2(Dex)
Handle Animal: --
+Heal: 0 = 0(ranks) +0(Wis)
*+Intimidate: +3 = 0(ranks) +3(Cha)
*Knowledge (arcana): 4 = 2(ranks) -1(Int) +3(class)
Linguistics: --
+Perception: 5 = 1(ranks) +0(Wis) +2(race) +2(sorc)
+Perform: 3 = 0(ranks) +3(Cha)
*Profession (none): --
+Ride: 2 = 0(ranks) +2(Dex)
+Sense Motive: 0 = 0(ranks) +0(Wis)
Sleight of Hand: --
*Spellcraft: 4 = 2(ranks) -1(Int) +3(class)
+Stealth: 2 = 0(ranks) +2(Dex)
+Survival: 0 = 0(ranks) +0(Wis)
+Swim: 9 = 0(ranks) +1(Str) +8(race)
*Use Magic Device: 7 = 1(ranks) +3(Cha) +3(class)
* = class skill
+ = untrained

Skill ranks per level
Sorcerer: 2 + Int

Special qualities and feats:
Racial abilities
  • Ability Scores: +2 Dex, +2 Con, -2 Int
  • Armour Proficiency: No armour or shield proficiency
  • Darkvision: See up to 60 feet
  • Keen Senses: +2 bonus on Perception checks.
  • Languages: Start: Draconian, Common
  • Natural Armour: +2 natural armour bonus
  • Natural Attacks: Can use either attack per attack
  • - Bite: natural weapon that deals 1d3
  • - Claws: 2x natural weapons that deal 1d4 damage per claw
  • - Two weapon fighting: No penalty when using both claws. Claws count as light weapons. Can use light made weapons in place of claws.
  • Size: Medium: no bonuses or penalties
  • Speed: walk 30'
  • Stealth Expert: +4 bonus on Stealth checks
  • Swim: 30', +8 bonus to Swim checks
  • Type: Humanoid, Reptilian
  • Weapon Proficiency: See Natural Attacks above

Class abilities

  • 1: Armour Proficiency: No prodiciency with any armour or shield
  • 1: Bloodline: Lennorm, with Tarn subtype (energy type: acid)
  • 1: Bloodline Arcana: Condition: foe damages you; Effect: foe must make Will save or gain vulnerability to your energy type; DC: 10 + sorcerer level / 2 + Cha Mod; Duration: min 1 round, sorcerer level /2; Special: foe that succeeds save is immune to curse ability for 24 hours
  • 1: Bloodline Feats: blind-fight, great fortitude, improved initiative, power attack, quicken spell, skill focus (fly), skill focus (knowledge: arcana), toughness
  • 1: Bloodline Powers (Linnorm Senses): Gain following effects
  • - Keen senses: +2 bonus to Perception checks
  • - Darkvision: 60 ft
  • - Scent: 30 ft
  • 1: Bloodline Spells: mage armour (3rd), see invisibility (5th), arcane sight (7th), bestow curse (9th), spell resistance (11th), true seeing (13th), greater arcane sight (15th), form of the dragon III (17th), foresight (19th)
  • 1: Cantrips: Learns a number of 0-level spells, as noted on known spells table. They do not consume any slots and unlimited uses.
  • 1: Eschew Materials: Effect: Don't require material components if they less than or equal to 1 gp.
  • 1: Spells: Condition: To cast spells, charisma score equal 10 + spell level; Effect: cast arcanic spells from the sorcerers/ spell list. May not cast spells of opposite alignments. Must choose and prepare spells in advance. DC of spell is 10 + spell level + Cha mod. Daily spell allotment is given on table, and receives bonus spells for high Charism score (see table), and allotment resets each day at same time. Known spells are limited, see table for maximum known spells per level, and number is not affected by Charisma modifier. From 4th level and every 2 levels afterwards, may exercise option to exchange one spell with a new one. Must be of same level as old spell.
  • 1: Weapon Proficiency: all simple weapons.
  • 3: Bloodline Powers (Linnorm Resistances) (Ex):
  • - Resistance: 5 of energy type
  • - Natural Armour: +1 bonus

Feats

  • 1: Combat Casting: Condition: Casting on the defence or while grappled; Effect: +4 bonus on concentration checks
  • 1: Weapon Finesse:
  • 3: Elemental Focus (acid):

Traits
None

Special

  • None

Limited use abilities:
Daily:
Level 1: 6, DC: 14

Defences:
HP: 26 / 26
AC: 15 = 10 +0(armour) +0(shield) +2(Dex) +0(size) +2(race) +1(bloodline)
FF: 13
Touch: 12
Initiative: +2 = +2(Dex)
CMD: 14 = 10 +1(BAB) +1(Str) +2(Dex) +0(size)

Extras:
Armour: +0 None
Damage Reduction: - / -
Resistance: 5 acid

Saves
Fort: +4 = 1(base) + 3(Con)
Ref: +3 = 1(base) + 2(Dex)
Will: +3 = 3(base) + 0(Wis)

Offence:
BAB: +1
CMB: +2 = +1(BAB) +1(Str) +0(size)
Attacks (melee): +2 = +1(BAB) +1(Str) +0(size)
Attacks (range): +3 = +1(BAB) +2(Dex) +0(size)

Melee
Unarmed Strike: 1d3 +1(str); x2; type: B; nonlethal
Claws: 1d4 +1(str); x2; type: S
Dagger: 1d4 +1(str); 19-20/x2; type: P or S
Sickle, Masterwork: 1d6 +1(str); x2; type: S; trip +1 enhancement bonus on attack rolls
Sickle: 1d6 +1(str); x2; type: S; trip
Kunai: 1d4 +1(str); x2; type: B or P

Range
Dagger: 1d4; 19-20/x2; type: P; range: 10'

Spells:
Spell DC
Level 0: 13
Level 1: 14

Known spells

Level 0: 5
Detect Magic (Divination)
Read Magic (Divination)
Acid Splash (Conjuration)
Mage Hand
Jolt

Level 1: 3 + 1
Corrosive touch (conjuration)
Magic Missiles
True Strike
Mage Armour (linnorm)

Equipment:
Encumbrance
Light: 43 (50 backpack masterworks)
Medium: 86 (100 backpack masterworks)
Heavy/Overhead: 130 (150 backpack masterworks)
Max lift: 260
Push/Pull: 650

Weight calculations done in spreadsheet

Body
Outfit: Traveler's Outfit
Armour (over outfit): None
Back: Backpack

Outfit
Dagger 2 both sides
Sickle 2 both sides (1 masterwork)
Pouch

Backpack
Kunai
Chalk 5
Mirror, small steel
Rations, trail per day 4
Canteen
Fishhook 2
Flint and Steel
Sack (small)

Pouch
Coin, trent piece 2
Coin, gold piece 1
Coin, scaunt piece 5
Coin, silver piece 1
Coin, copper piece 5
Coin, octas piece 1
Potion, Barkskin +4

Total weight carried: 26.45 lbs
Current load: Light

Storage (camp, room, wagon, etc)
None

Special items

  • None

Notes

  • None

Group equipment
None

Description:
Height: ?
Weight: ? lbs
Gender: Female
Eyes: large yellow orange
Ears: Hidden
Nose: Normal reptilian snout
Hair: None
Skin: Black scales
Dominant Hand: Right
Age: ?

Appearance
Looking upon her definitely marks her as reptilian humanoid, able to walk only on two legs with the tail to provide additional balance. With her body almost entirely exposed her scales are slightly glossy onyx in colour. Her feet and hands are claws with very sharp mat black nails. Her head goes into a pointed snout that provides a sizeable mouth filled with a good set of sharp teeth to be able to rip flesh easily with. On her head are two slightly curved horns towards the back of head with tips bending upwards. just behind her lower jaw and set of horns protrude, only this time pointing forward and slightly downward, though not to hind using her mouth to attach and eat. Her eyes are orange in colour.
Being reptilian, she only wears a tight fitting navy blue bikini style pants, just enough to cover her privates. On the front of pants she also wears a simple decorative royal blue square cloth, that is held in place with a simple rope belt, too which attached on either side of her body two daggers amd two sickles.
When she travels she also has a dark grey backpack that she simply wears on her back. To the top of backpack she has a rolled large cape, just in case she ends up in a cold area. On sides of her backpack she has sling bullets tied, along with sling at tip of backpack.

Personality

Adventure history:
Experience: Not used
  • ...

Notes:
  • Future possible feats: Elemental Spell (acid)
  • Future items: ....

Image:
http://i68.tinypic.com/15p36tu.jpg