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772 posts. Organized Play character for Lawrence Smith 2.


Full Name

Lazarus Logos

Race

| Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 |

Classes/Levels

comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Gender

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound |

Size

6', 155 lbs.

Age

72

Alignment

CG

Deity

Desna

Languages

Ancient Osiriani, Azlanti, Celestial, Common, Jistka, Samsaran, Thassilonian, Varisian, Aquan, Auran, Ignan, Terran

Strength 10
Dexterity 10
Constitution 14
Intelligence 19
Wisdom 18
Charisma 11

About Lazarus Logos

Lazarus Logos
Male samsaran cleric (ecclesitheurge) of Desna 3/conjurer 3 (Pathfinder RPG Advanced Class Guide 91, Pathfinder RPG Bestiary 4 230)
CG Medium humanoid (samsaran)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 12, touch 11, flat-footed 12 (+1 deflection, +1 natural)
hp 44 (6 HD; 3d6+3d8+15)
Fort +7, Ref +4, Will +11; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
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Offense
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Speed 40 ft.
Melee cold iron dagger +3 (1d4/19-20) or
. . unarmed strike +3 (1d3 nonlethal)
Ranged underwater light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 11, 1d6)
Spell-Like Abilities (CL 6th; concentration +6)
. . 3/day—acid splash
. . 1/day—comprehend languages, deathwatch, stabilize
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—acid dart (1d6+1 acid)
Cleric (Ecclesitheurge) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—align weapon (good only)[D], burst of radiance (DC 16), summon monster II
. . 1st—cultural adaptation[UI], moment of greatness[UC], protection from evil[D], shield of faith
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic
. . D Domain spell; Domains Good, Travel
Conjurer Spells Prepared (CL 5th; concentration +9)
. . 2nd—create pit[APG] (DC 17), glitterdust (DC 17), summon monster II
. . 1st—burning sands, feather fall, grease, liberating command[UC]
. . 0 (at will)—dancing lights, ghost sound (DC 14), message, prestidigitation
. . Opposition Schools Divination, Enchantment
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Statistics
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Str 10, Dex 10, Con 14, Int 19, Wis 18, Cha 11
Base Atk +3; CMB +3; CMD 14
Feats Alertness, Augment Summoning, Spell Focus (conjuration), Summon Good Monster, Varisian Tattoo[ISWG]
Traits deft dodger, magical knack
Skills Acrobatics +3 (+7 to jump), Appraise +8, Climb +1, Diplomacy +8, Fly +4, Heal +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +9, Linguistics +13, Perception +7, Sense Motive +10, Spellcraft +8, Swim +1, Use Magic Device +6
Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Jistka, Samsaran, Terran, Thassilonian, Varisian
SQ agile feet (7/day), arcane bond (Sid, rabbit), blessing of the faithful, bonded holy symbol (ring of protection +1), domain mastery, mystic past life[ARG], secondary domain (conversion inquisition[UM]), spell-only domain (), summoner's charm (1 round)
Combat Gear cold iron crossbow bolts (50), pearl of power (1st level), potion of cure light wounds, wand of bless (37 charges), wand of cure light wounds (CL 2nd, 43 charges), wand of endure elements (49 charges), wand of mage armor (CL 2nd, 36 charges), wand of magic missile (27 charges), wand of monkey fish (47 charges), acid, alchemist's fire, alkali flask[APG], antiplague[APG], antitoxin, healer's kit, holy water; Other Gear cold iron dagger, underwater light crossbow[ARG], belt of mighty constitution +2, cloak of resistance +1, handy haversack, headband of vast intelligence +2, ring of protection +1, bedroll, belt pouch, courtier's outfit, disguise kit, fishhook (2), flint and steel, holy text (Desna's Eight Scrolls)[UE], jewelry[UE], mug/tankard, sewing needle, signal whistle, spell component pouch, string or twine[APG], tattoo holy symbol of Desna's Butterfly, The Night Monarch[UE], thread (50 ft.), tome of lazarus logos, volume i, trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, riding dog, 4,971 gp
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Tracked Resources
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Acid - 0/1
Acid Dart (1d6+1 acid, 7/day) (Sp) - 0/7
Acid Splash (3/day) - 0/3
Agile Feet (7/day) (Su) - 0/7
Alchemist's fire - 0/1
Alkali flask - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Bonded Holy Symbol (Ring of protection +1) (1/day) (Su) - 0/1
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) - 0/3
Cold iron crossbow bolts - 0/50
Cold iron dagger - 0/1
Comprehend Languages (1/day) - 0/1
Deathwatch (1/day) - 0/1
Disguise kit (10 uses) - 0/10
Healer's kit - 0/10
Holy water - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of cure light wounds - 0/1
Stabilize (1/day) - 0/1
Trail rations - 0/7
Wand of bless (37 charges) - 0/37
Wand of cure light wounds (CL 2nd, 43 charges) - 0/43
Wand of endure elements (49 charges) - 0/49
Wand of mage armor (CL 2nd, 36 charges) - 0/36
Wand of magic missile (27 charges) - 0/27
Wand of monkey fish (47 charges) - 0/47
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Special Abilities
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Acid Dart (1d6+1 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blessing of the Faithful (+2 sacred bonus, 30 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (Ring of protection +1) (1/day) (Su) Can cast one extra spell/day with bonded item.
Cleric (Ecclesitheurge) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric (Ecclesitheurge) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination You must spend 2 slots to cast spells from the Divination school.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Conjurer) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
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Lazarus Logos is a samsaran conjurer and priest of Desna, with countless mystic past lives.

He travels the world, studying the heavens and ancient civilizations, ever in pursuit of old knowledge and new experiences.

He is six feet tall and weighs just over eleven stone. He wears white robes with black trim and a silk cap, highlighted by varied decorative elements in keeping with a devotee of the Song of Spheres. His forearm bears a blue and white tattoo depicting the holy symbol of Desna, the butterfly, stylized to resemble her herald, the Night Monarch.

His familiar is a white rabbit named Sid.