Naazza

Klaidingo's page

204 posts. Organized Play character for Lordzum.


Full Name

Klaidingo Satyras

Race

Tiefling (Grim Spawn)

Classes/Levels

Wood Wizard 2 |HP 13/15|AC 15 *19* |T 13| FF12| CMD 13| F:+2| R:+3| W:+1| Init+3| Perc +0| Sense Motive +0 l DR 1/Cold iron

Gender

Male

Size

M

Age

30

Special Abilities

Level 0 0/4 Level 1 4/4

Alignment

CN

Deity

Cernunnos

Location

The Throaty Mermaid

Languages

Abyssal, Draconic, Goblin, Elven, Infernal, Sylvan

Strength 10
Dexterity 16
Constitution 15
Intelligence 18
Wisdom 10
Charisma 8

About Klaidingo

At first glance most people would believe Klaidingo was a satyr, but those versed in either nature or the planes easily decipher the truth. Klaidingo is a Pathfinder Wizard that specializes in Wood Magic, he is brash, rugged, and oversteps his bounds far too often. His sylvan blood pulls him in one direction, while his daemonic heritage constantly pulls him in the other. He possess the wanton and lustful desires of a Satyr, with none of their natural charms.

Spells Memorized:

0 - Detect Magic, Read Magic, Daze (DC 14), acid splash, light (B)

1 - Infernal Healing, Mage Armor*, Shield, grease ( DC 16)

History:
Tainted blood has a tendancy to do strange things to those that possess it. Not long ago in the monstrous city of Chillbright, a travelling Calistrian Courtesan had a romantic liaison with a first world satyr. Under most circumstances a human conceiving a child with a Satyr produces a satyr child, but then again, there is very little normal about a human sorceress with the blood of a Ceustodaemon running through her veins.

When the woman finally gave birth, the babe she held in her arms was something between devil and fey, but fully neither. The child was born with both the cloven hooves, and spiraled horns of a satyr, but was missing the handsome beauty so inherent to the species. As the child grew up, he developed a resistance to many elements, and instead of developing the ability to naturally charm people and put them to sleep, he manifested the ability to peer into the deepest depths of death itself instead.

It is known that satyrs often grow into attractive and well-built men, enjoying constant frolicking while simultaneously acting as guardians of the creatures in their forest homes. The child did not and could not, rather than attempting to learn these lessons the child, having been exposed to his mothers natural blood magic, quickly learned how to study and reproduce its effects through practice and dedication. His magical aptitude was such, that his mother sent him to apprentice in Absalom with a former client. After a long apprenticeship the wood wizard known as Klaidingo decided to join the Pathfinder Society as a means to further his arcane studies.

Stats:
Klaidingo Satyris
Male Tiefling (Grim Spawn) Wood Wizard 1
CN Medium outsider (native)
Init +3; Senses darkvision, perception 0
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Defense
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 15 (2d6+4+2)
Fort +2, Ref +3, Will +3
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Offense
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Speed 30 ft. (27 lbs light load)
Melee:Club +1 damage 1d6+0 crit x2

Ranged:

Special: Splintered Spear +4 damage 1d6+4 crit x2

Wizard Spells Known (CL 1):

1 (3/day) Mage Armor (DC 16), endure elements (DC 15), Shield (DC 15), grease (DC 16), infernal healing (DC 16) feather fall (DC 15) magic missile (DC 15)

0 (3) All spells but metal aka mending
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Statistics
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Str 10, Dex 16, Con 15*, Int 18, Wis 10, Cha 8
*flexible enhancement
Base Atk 0; CMB 0; CMD 13

Feats Spell Focus (Conjuration), Armor of the pit

Traits Beast Bond, Chillblight Emissary

Skills Acrobatics +4, Appraise +4, Bluff -1, Climb 0, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +3, Handle Animal +5, Heal 0, Intimidate -1, Knowledge (Arcana) +9
Knowledge (Nature) +9, Linguisitcs +8, Perception 0, Ride +4, Sense Motive 0, Spellcraft +9, Stealth +3, Survival +2, Swim 0

Languages Common, Abyssal, Infernal, Draconic, Elven, Goblin, Sylvan

SQ DR 1/cold Iron, cold 5, electricity 5, fire 5

Combat Gear Wizards kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Club, spellbook (8 pages used), Ioun torch, silk rope (50ft), grappling hook, Wand of magic missile (49/50), spring loaded wrist sheath.
1564 gp
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Special Abilities
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Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision: Tieflings see in the dark for up to 60 feet.

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Beast Bond: You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (Handle animal) is always a class skill for you.

Chillblight Emissary: You have spent considerable time at Chillblight, but have escaped this unearthly fey outpost. You gain DR 1/cold iron but become sickened for 1 round if damaged by a cold iron weapon.

Arcane Bond: ring

Wood Magic: At 1st level, add the following spells to your wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants

Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Armor of the Pit: You gain a +2 natural armor bonus.

Spell focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.

6 FAME / 4 Prestige

purchases:
Spring loaded wrist sheath 5GP, wand of magic missiles (2PP)