Valeros

Mazra of Sandpoint's page

343 posts. Organized Play character for Mazra.


Full Name

Mazra of Sandpoint

Race

Human

Classes/Levels

Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

Gender

Male

Size

Medium 6'

Age

16

Alignment

CG

Deity

Cayden Cailean

Location

Sandpoint

Languages

Common, Varisian

Occupation

Guard, Laborer

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 16
Charisma 14

About Mazra of Sandpoint

Young and strong in a six foot tall frame, Mazra is used to hard physical labor. His complexion is darker than what is typical in Varisia. His almost jet black hair is shoulder length or longer.

Biography:
Guttural goblin rhymes evoke both terror and rage in Mazra. When he was orphaned at five years of age by a murderous band of goblins, it was a sick goblin song that Mazra remembers most from that night:

“Burn them up… Tear them up… Stick ‘em ‘till they bleed.
Watch the fires… bloody mires… it’s their pickles wees need.”

Their subsistence farm in the Varisian wilds contained nothing of value to the goblins except a barrel of pickles. And it was for the pickles that the ruthless goblins burned the thatched hut and barn and killed Mazra’s, Mother, Father, and older sisters. If it weren’t for the young boy’s superior knowledge of the nearby woods, Mazra would have likely received the same fate on that terrible night. The resourceful lad lived off the land for almost a year before stumbling upon the seaside town of Sandpoint. There he lived as a street urchin foraging for scraps behind the taverns and markets.

It wouldn’t be long before Mazra was gathered up and living under the care of Ilsoari Gadethus. There Mazra learned the arts, swordplay, and various academic studies with the other town orphans. When he was 15 his growing skill with the rapier was enough to land him a part-time job with the town guard. But that was soon supplanted when Father Zantus needed more laborers, particularly youthful ones with strong backs to complete the rebuilding of the Sandpoint Cathedral.

Under Father Zantus, Mazra found divine inspiration, but not from Desna, instead from Cayden Cailean, the deity admired most by members of the town guard. Though Father Zantus found Mazra’s pursuits misguided, he did nothing to discourage the boy’s leanings; as it was clear that the youth held Freedom in high esteem, that and wine, and ale, and a certain penchant for gambling.

Sandpoint has good ale, but the Town Guardsmen are mere Puppies to Mazra. Mazra aspires to match with the best. So when he heard of a tournament at the Gold Goblin Gaming Hall, he hired on as a Caravan Guard heading north along the Lost Coast Road to Riddleport.

Personality:
Mazra usually doesn't lead the conversation but is comfortable in groups like the Orphan Ruffians he grew up with, or the Town Guardsmen or Laborers he has worked with in recent years. His love for Ale started young when he stumbled upon a keg while scrounging for food at six maybe seven years of age. He really doesn't know, for he does not even know the date of his own birthday. He celebrates it every year on New Years Day when Ale often flows freely. He found that Ale could quench both thirst and hunger, and sometimes much more. Mazra has always had an eye for the ladies but is often too shy in their presence to do anything about it.

Stats:

Mazra
Male human (Varisian) cleric of Cayden Cailean 4
CG Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 40 (4d8+10)
Fort +5, Ref +2, Will +7
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Offense
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Speed 50 ft.
Melee saul's rapier +6 (1d6+6/18-20)
Ranged sling +4 (1d4+3)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—strength surge (+2)
Cleric Spells Prepared (CL 4th; concentration +7)
. . 2nd—bull's strength[D], delay poison, drunkard's breath (DC 15), zone of truth (DC 15)
. . 1st—detect evil, divine favor, longstrider[D], remove fear, shield of faith
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Strength, Travel
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Statistics
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Str 16, Dex 12, Con 13, Int 10, Wis 17, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Power Attack, Selective Channeling, Toughness
Traits fencer, poverty-stricken
Skills Acrobatics -2 (+6 to jump), Diplomacy +8, Heal +10, Linguistics +4, Profession (gambler) +7, Sense Motive +9, Spellcraft +4, Survival +8
Languages Common, Undercommon, Varisian
SQ agile feet (6/day)
Other Gear chain shirt, light wooden shield, saul's rapier, sling, sling bullets (10), ale (per gallon), backpack, bedroll, belt pouch, bit and bridle, candle (10), flint and steel, hemp rope (50 ft.), riding saddle, saddlebags, wooden holy symbol of Cayden Cailean, light horse (combat trained), 108 gp, 8 sp, 6 cp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric 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.
Fencer +1 to hit with dagger or sword AoOs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Strength Surge (6/day) (Sp) Grant +2 to a melee attack or strength check.

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Karl II
Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Celestial Wolf

N Medium animal
Init +2; Senses dark vision 60', scent; Perception +8
Resist Cold, Acid, and Electricity 5
SR 6

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).