Master Soan

Lazarus the Undying's page

379 posts. Organized Play character for Dorian 'Grey'.


Full Name

Lazarus the Undying

Race

Human (Vudrani)

Classes/Levels

Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Gender

Male HP 10/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Heroism (9)Necklace of Fireballs! Dispelling Silver

Size

M

Age

30

Alignment

NG

Deity

Irori

Location

Goka

Languages

Tien, Vudrani, Taldane, Kellish

Strength 22
Dexterity 18
Constitution 18
Intelligence 16
Wisdom 16
Charisma 16

About Lazarus the Undying

Lazarus the Undying

Born: Vudra
Eyes: blue
Hair: bald
Height: 6'1
Weight: 200 lbs.

Image

Salutations from The Impossible Kingdom of Vudra! My name is Lazarus; called the Undying. You see; in my previous reincarnation, I was a magnificent wizard! The spells and magics I controlled caught the attention of another wizard, with whom I duelled. I lost. He stripped me of my arcane ability, during a dark ritual, and I died.
I am now without my arcane magic, but I still possess my mind. I now travel along the Golden Path, seeking recourse for my plight!
I have studied in and throughout the
Padishah Empire of Kelesh ; Qadira; the Gateway to the East. From Katheer; the end of the Golden Path, I took passage to the City at the Center of the World to join the one organization that has the resources (and reach) to allow me to reclaim my powers!

Unfortunately, these Pathfinders ended up being murderhobos! I was assigned to compete in the Ruby Phoenix Tournament 10 years ago, as their representative, but, alas, the turncoats used me as a distraction, while some favored of the Ten ended up winning!
So, now, I am back! Better than ever; and ready to win!
And, if, I can take down some lying, cheating Pathfinders on the way to glory; so much the better!

Crunch:

Lazarus the Undying
Ancestry Human (Vudrani) Heritage Skilled Background Second Chance Champion
Class Fighter 20 [Martial Artist/ Medic Dedication] Deity Irori
Alignment NG Size M Traits
Perception(M)+29
Initiative +31 (Perception)
Languages Tien, Vudrani, Taldane, Kellish
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AC(M) 45, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Resistances & Immunities
slashing damage 2/-
resistance 1 to negative damage
Ring of Acid resistance 15
Ring of Cold resistance 15

HP 308
1 HP healed every minute

Class DC(M) 42
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Speed 30/40 Fly 25'
Melee Unarmed Fist(L) +37 (Traits: Agile, finesse, nonlethal, unarmed) , Damage 4d6+14 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 36 or be slowed 1 until the end of your next turn.)

Melee Stance gorilla slam unarmed attack (L) +37(Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 4d8+14/17/20 +1d6+1d6 Traits Greater Shock, Force (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 42 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

Ranged +2 Greater Striking, returning, cunning Shuriken (L) +33 Damage: 3d4+13 P (Weapon Crit: 1d6+2 persistent bleed damage). Range: 20' Reload: 0 Traits: Traits Agile, Monk, Thrown, Uncommon

Free Recall Knowledge with Hit (+2 bonus) 1/minute
Untrained skills +20 plus Ability mod. (1/day +4)

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Str 22 Dex 18 Con 18 Int 16 Wis 16 Cha 16
Skills
Acrobatics(M)+29, Athletics(L)+36, Arcana(T)+25, Intimidation(L)+33 Medicine(L)+33, Nature(T)+25, Religion(T)+25, Society(T)+25, Lore: Gladiator(T)+25

While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
Special Gorilla Pound, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
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Ancestry Feats & Abilities
Know Oneself (1st), Clever Improvisor (5th), Incredible Improvisor (9th), Bounce Back (13th)
Heroic Presence (17th)

Skill Feats
Catfall (Background)
Battle Medicine (2nd)
Quick Jump (4th)
Titan Wrestler (6th)
Kip Up (8th)
Continual Recovery (10th)
Intimidating Prowess (12th)
Water Sprint (14th)
Advanced First Aid(16th)
Aerobatics Mastery (18th)
Legendary Medic (20th; Skill)

General Feats
Toughness (3rd)
Untrained Improvisation (5th; Human)
Fleet (7th)
Die Hard (11th)
Cloud Jump (15th)
Incredible Initiative (19th)

Class Feats & Abilities
Sudden Charge (1st; Fighter)
Shield Block (1st; Fighter)
Attack of Opportunity (1st; Fighter)
Bravery (3rd; Fighter)
Fighter Weapon Mastery: Brawling group (5th; Fighter)
Battlefield Surveyor (7th; Fighter)
Weapon Specialization (7th; Fighter)
Combat Flexibility (9th; Fighter) Blind-Fight;; or, Felling Strike
Juggernaut (9th; Fighter)
Armor Expertise (11th; Fighter)
Fighter Expertise (11th; Fighter)
Weapon Legend (13th; Fighter)
Stance Savant [14th; Fighter]
Evasion (15th; Fighter)
Greater Weapon Specialization (15th; Fighter)
Improved Flexibility (15th; Fighter) Resounding Bravery
Armor mastery (17th; Fighter)
Savage Critical (Fighter; 18th)
Versatile Legend(Fighter; 19th)

Dedications
Martial Artist Dedication (2nd)
Gorilla Stance (4th; Martial Artist)
Grievous Blow (8th; Martial Artist)
Gorilla Pound (10th; Martial Artist)
Path of Iron (16th; Martial Artist)

Medic Dedication (6th)
Doctor's Visitation (12th; Medic)
Resuscitate (20th; Medic [/ooc]

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Magic Tradition
None
Spell Attack Roll
Spell DC
Cantrips
Light 1st
Shield 1st 15
none
Spells
Zealous Conviction 1/1
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Items (6400gp) spent: 11,183gp Current gp: 2862gp
+3 Greater Resilient Breastplate winged, Implacable (18th/27,608gp)Equipment
Handwraps of Mighty Blows (+3 Greater Striking, Ghost Touch, Grievous, Impactful ) (12th/11,775gp)
Aeon Stone (Dusty Rose Prism) (3rd/50gp)
Aeon Stone (Pearly White Spindle) (3rd/60gp)
Bi-Resonant Wayfinder (6th/200gp)
Healer's Tools (Expanded) (50gp)
Everyneed Pack (Greater) 45gp/45gp (100gp)
+2 Greater Striking, returning, cunning Shuriken (12th; 3195gp)
Boots of Bounding, greater
Armbands of Athletics
Ring of Acid resistance 15
Ring of Cold resistance 15
Dispelling Silver (on Handwraps)
Fortification DC 17 (transfer 200gp)

+3 major striking greater shock handwraps of mighty blows

Bulk

Equipment:

PFS Standard Bi-Resonant WayfinderItem 6
UncommonEvocationIllusionInvestedMagical
Source Character Guide pg. 110 2.0
Price 200 gp
Usage worn
Access A character who is a member of the Pathfinder Society has access to this option.
This magic item is uncommon, but characters who are members of the Pathfinder Society have access to it.

A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit.

Aeon Stone (Dusty Rose Prism)Item 3
Source Pathfinder Society Guide pg. 121
Price 50 gp
Usage worn
Access Member of the Pathfinder Society.
This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy.

The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Aeon Stone (Pearly White Spindle)Item 3
Source Pathfinder Society Guide pg. 121
Price 60 gp
Usage worn
Access Member of the Pathfinder Society.
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

Ghost TouchItem 4
MagicalTransmutation
Source Core Rulebook pg. 584 2.0
Price 75 gp
Usage etched onto a melee weapon
The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).
CunningItem 5
UncommonDivinationMagical
Source Pathfinder Society Guide pg. 123
Price 140 gp
Usage etched on a slashing or piercing weapon
The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses.

Activate Free Action envision; Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune. If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check.

Healer's Tools (Expanded)Item 3
Source Core Rulebook pg. 290 2.0
Price 50 gp
Hands 2; Bulk 1
Expanded healer's tools provide a +1 item bonus to such checks.

Everyneed Pack (Greater)Item 7
Source Pathfinder Society Guide pg. 85
Price 100 gp
The pack's pocket contain mundane gear worth no more than 5 gp each. You can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack empties after 45 gp worth of items are removed.

Class Abilities:

Bravery
Level 3
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Fighter Weapon Mastery
Level 5
Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

Battlefield Surveyor
Level 7
Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.

Weapon Specialization
Level 7
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Combat Flexibility
Level 9
Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.

Juggernaut
Level 9
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Armor Expertise
Level 11
You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
Fighter Expertise
Level 11
You’ve practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.

Weapon Legend
Level 13
You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.

You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.

Evasion
Level 15
You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Greater Weapon Specialization
Level 15
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Improved Flexibility
Level 15
Your extensive experience gives you even greater ability to adapt to each day’s challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats’ prerequisites.

Armor Mastery
Level 17
Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Necklace of Fireballs VII:

Item 17
Source Core Rulebook pg. 613 4.0
Price 9,600 gp
One 18d6, three 16d6, five 14d6 (DC 39)