Wizard

Lormo Shashud's page

148 posts. Alias of Tiaburn.


Full Name

Lormo Shashud

Race

Init +2; AC15, Touch12, FF13, CMD13; hp 10/15; Fort -1, Ref +5, Will +3 (+2 vs. enchantment & poisons); Perception:+7 (low-light, +1 vs traps); Inspiration: 5/5

Classes/Levels

Resources:
Extracts: comp. languages, endure elements, touch of the sea

Gender

NG Male Elf Investigator2

Size

Medium

Age

126

Alignment

Neutral Good

Deity

Pharasma

Location

Cheliax

About Lormo Shashud

Extracts in book:

1st: Comprehend Languages, Disguise Self, Cure Light Wounds, Endure Elements, Touch of the Sea, Enlarge Person, Ant Haul, True Strike

Changes during adventure:

Longsword: left to Aerys in camp
5 bolts: left in camp
3 trail rations: 1 consumed, 2 left in camp

Lormo Shashud
Male elf investigator 2
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (2d8-1)
Fort -1, Ref +5, Will +3; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep; Resist poison resistance
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Offense
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Speed 30 ft.
Melee longsword +2 (1d8+1/19-20) or
. . sap +2 (1d6+1 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
Investigator Extracts Prepared (CL 2nd; concentration +6)
. . 1st—comprehend languages, endure elements, touch of the sea[APG] (DC 15)
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Statistics
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Str 13, Dex 14, Con 8, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Breadth Of Experience[APG]
Traits armor expert, boarded in cheliax
Skills Acrobatics +6, Climb +5, Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy +6, Disable Device +5, Disguise +6, Escape Artist +6, Heal +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (geography) +10, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +10, Linguistics +8, Perception +7, Sense Motive +4, Spellcraft +8 (+10 to identify magic item properties), Stealth +6, Survival +1, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Polyglot
SQ alchemy (alchemy crafting +2), elven magic, inspiration (5/day), poison lore, trapfinding +1
Combat Gear scroll of shield;
Other Gear hide shirt, crossbow bolts (20), light crossbow, longsword, sap, alchemy crafting kit, bedroll, fishhook, flint and steel, inkpen (2), magical ink (worth 10 gp), manacles, masterwork backpack, scroll case, signet ring, string or twine, trail rations (2), travelling spellbook, waterskin, weapon cord, whetstone, 16 gp, 9 sp, 7 cp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon cord Attached weapon can be recovered as a swift action.

Description:
Young elf with short dark hair. He has deep-green eyes, that constantly checking around. His skin is lightly pink, usual elven skintone. Nothing shows him as experineced adventurer. Lormo is wearing light leather armor, more to look serious, than because of its protection. He has a rapier on his belt because of same reason. Most of his equipment is stored in his high-quality backpack, but as well he has a pouch belt, where he keeps some small things and bamboo bandolier across his chest, probably used to hide some scrolls or papers. On the other hand: his outfit is very new, but very practical; it has lots of pockets, sturdy boots and short-sleeved shirt. His hat is made by latest Cheliax fashion design. 

Backstory :
Lormo spend most of his life in Westcrown, Cheliax where the Great Academy of Magical Arts is located. He was a professor's kid: wasting nice sunny weather by sitting with heavy book in shadow of old tree. When he become a bit more old, he started to learn how to fight, but he sucked deeply in his martial arts training because of poor health. Some friends were joking that he read a Great Library twice, but personally he knew that there were lot's of researches he didn't look into and that offended him first. But, later he understood that he is somewhat popular around, can easy deal with people "selling" them information they need and keeping stuff happening the way he wanted. He spend sometime with city watch investigating strange cases and bringing his expertise to help. 
His magical talent become known in his early years: he made several potions  from old receipts he found in books. He infused some of potent elixirs to help him recover his memories: for example, when reading history books he always was drinking dwarven ale, so even small potion or smell of it was refreshing his memories. But, he was not so skilled in classical arcane arts and lack a sparkle to become a wizard. That disappointed both his parents and they started to look for arranging a marriage. Having great appetite for female and a bit shy to satisfy it, Lormo decided that he need some change in his life. One day old map of Mwangi Expantion, in very good condition was found among the book shelves. Elf took map, packed some stuff at home, bought some traveling equipment and boarded Jenivere. It was his way to get rid of upcoming marriage and parents control. He expects to find career and meet a "true love", that will be interested in sharing her life with him.