Vsevolod

Nazetoz Da'Zhar's page

46 posts. Alias of oyzar.


Full Name

Nazetoz Da'Zhar

Classes/Levels

skills:
Intimidate +11 | Acrobatics+5 | Climb+5 | Knowledge (Arcana, Dungeoneering, Planes) +8 | Knowledge (Local, Nature, , Religion)+5 | Spellcraft+10| Stealth +5 | Swim+5

Gender

Male Elf Magus (Bladebound, Hexcrafter) 3 | NG | Init:+5 | HP25/25 | AC:19 T:15 FF:14 CMD:18 | F:+5 R:+7 W:+6| Perc:+9, darkvision | SM: +2| Spells: 1st: 2xRime Frostbite, Color Spray, Open | Active: None

About Nazetoz Da'Zhar

---===Statistics===---:
Male Elf Magus (Black Blade, Hexcrafter) 3
NG Medium Humanoid (Elf)
Init +5; Senses Perception +9, darkvision
-------------------------------=DEFENSE=-------------------------------
AC: 19, Touch: 15, Flat-Footed: 14 (+4 armor, +5Dex, +0 shield,+0 NA)
HP: 25 {+3d8,+3Con}
Fort: +5, {+3Base,+1Con,+1race}
Reflex: +7, {+1Base,+5Dex,+1race}
Will: +6,{+3Base,+2Wis,+1race}
CMD 18 {+2Base +1Str +5Dex + size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +3; {+2Base +1Str + size + misc}
Base Atk: +2;
Melee:+7{+2Base,+5Dex}
Ranged:+7{+2Base,+5Dex}

--Melee:+7

--Ranged:+7

-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 20, Con: 13, Int: 18, Wis: 15, Cha: 12

-------------------------=Traits=----------------------
Blade of Mercy: You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Magical Lineage: Pick one spell when you choose this trait (frostbite). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Crown of the World veteran: (reworked Valashmai Veteran) You have traveled to through the frozen wastes on numerous occasions, and your prowess in traversing the wilderness makes you a formidable guide and explorer. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in cold terrain. One of these skills becomes a class skill for you (perception).

(modified campaign trait)Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding ancient lore. You’ve come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (frostbite, glitterdust, bestow curse)
----------------=Drawbacks=-----------------
Haunted: Something from your past—or a dark secret you presently hold—makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy.
Effect You take a –2 penalty on saves against spells with the evil descriptor.

----------------=Race Traits=-------------------
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Moonkissed: Elves with this alternate racial trait gain a +1 racial bonus on saving throws. This replaces elven immunities and keen senses.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
--------------=Feats=-----------------
Background: Enforcer
1st: Rime Spell
3rd: Dervish Dance
Ioun Stone Resonance: Blind-Fight

-=Languages=- Common(fluent), Elven(fluent), Celestial(fluent), Draconic(novice), Sylvan(Fluent), Orc(Novice)


---===Skills===---:

---------------=Adventuring Skills=- (18 points; 6 class, 12 INT)---------------
Acrobatics*(Dex)____+5{+0rank,+5Dex}
Bluff(Cha)____+1{+0rank,+1Cha}
^Climb*(Str)____+5{+1rank,+1Str,+3class}
Diplomacy(Cha)____+1{+0rank,+1Cha}
Disable Device*(Dex)____+5{+0rank,+5Dex}
Disguise (Cha)____+1{+0rank,+1Cha}
Escape Artist*(Dex)____+5{+0rank,+5Dex}
^Fly*(Dex)____+5{+0rank,+5Dex}
Heal(Wis)____+2{+0rank,+2Wis}
^Intimidate(Int)____+11{+3rank,+5Int,+3class}
^Knowledge (Arcana)(Int)____+8{+1rank,+4Int,+3class}
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int,+3class}
Knowledge (Local)(Int)____+5{+1rank,+4Int}
Knowledge (Nature)(Int)____+5{+1rank,+4Int}
^Knowledge (Planes) (Int)____+8{+1rank,+4Int,+3class}
Knowledge (Religion) (Int)____+5{+1rank,+4Int}
^Perception(Wis)____+9{+3rank,+2Wis,+3class,+1trait}
^Ride*(Dex)____+5{+0rank,+5Dex}
Sense Motive(Wis)____+2{+0rank,+2Wis}
^Spellcraft(Int)____+10{+3rank,+4Int,+3class}
Stealth*(Dex)____+5{+0rank,+5Dex}
Survival(Wis)____+3{+1rank,+2Wis[+1 in cold terrain]}
^Swim*(Str)____+5{+1rank,+1Str,+3class}
^Use Magic Device(Cha)____+1{+0rank,+1Cha}

---------------=Background Skills=- (6 points)---------------
Appraise(Int)____+0{+0rank,+4Int}
^Craft (Int)____+0{+0rank,+4Int}
Handle Animal (Cha)____+0{+0rank,+1Cha}
Knowledge (Engineering)(Int)____+0{+0rank,+4Int}
Knowledge (Geography)(Int)____+0{+0rank,+4Int}
Knowledge (History)(Int)____+0{+0rank,+4Int}
Knowledge (Nobility)(Int)____+0{+0rank,+4Int}
Linguistics(Int)____+7{+3rank,+4Int}
Perform (Dance)(Cha)____+4{+3rank,+1Cha}
^Profession(Wis)____+0{+0rank,+2Wis}
Sleight of Hand*(Dex)____+0{+0rank,+5Dex}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Favored Class Bonus = +3/6 of arcana

Special Frost Powers
Snow shroud: 1/day :You can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your sorcerer level. It provides a 20% miss chance on attacks made against you.

Frost powers wishlist:
Enchant the black blade as Holy Ice Weapon.
See through mist and snow and ice.
Scaling version of Flurry of Snowballs.
Create snow and shape it.
Wall of Ice
Create ice-duplicate of self that is 10-20% real (use the same resource pool maybe?)
Simlacrum (high level)

---===Spells===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Prepared: Penumbra, Detect Magic, Brand, Mage Hand
------------------------------=1st (4/day)=------------------------------
Prepared: Rime Frostbite, Rime Frostbite, Color Spray, Open
Known: Frostbite, Color Spray, Grease, Silent Image, True Skill, Devion’s Parry, Snowball, Chill Touch, Vanish, True Strike, Reduce Person, Long Arm, Blend
------------------------------=2nd (0/day)=------------------------------
Known: Glitterdust, Mirror Image

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Black Blade Scimitar +1 (Free from class)
Mw Composite Longbow str+1 (free)
Mithral dagger (free)
Mithral Chain shirt (600 GP)
Wand of Shield (750 GP)
Pearl of Power (1000 GP)
Incandescent Blue Sphere (Cracked) Ioun Stone and resonating wayfinder (700 GP)
Scribed spells
1 0th: (7.5 GP)
2 1st: (30 GP)
2 2nd: (60 GP)

8 doses salt (4 GP)
30 doses Urea (15 GP)
20 arrows (1 GP)
Battle Mask (50 GP)
Scroll of Monkey Fish (25 GP)
Scroll of Obscuring Mist (25 GP)
Scroll of Blend (25 GP)
2x Scroll of Reduce Person (50 GP)
Scroll of Long Arm (25 GP)
Scroll of Enlarge Person (25 GP)
2x Clear Ear (30 GP)
2x Alchemist Fire (40 GP)
2x Acid Flas (40 GP)
Ink (8 GP)
Flint & Steel (1GP)
Waterskin (1 GP)
4Travel Rations (2 GP)
10 Wandermeal Rations (1 SP)
8 Candle (8 CP)
2 Chalk (2 CP)
Sack (1 SP)
Vermin Repellent (5 GP)
Spellbook
Club

-=Money=- 0 GP 2 SP 0 CP

---===Background===---:

Growing up in the frozen wastes of the crown of the world was harsh. Food was scarce and the dangers were many. But that was the life the snow elves had chosen for themselves. There was beauty in the frozen wastes as well, serene glaciers covered with ice, tall mountains and beautiful waterfalls. Nazetoz Da'Zhar grew up in this desolate place in a tight knit community of elves who had made the artics their home.

He grew up in a family of four, his father was the leader of the clan, Heluviel Da’Zhar a skilled ranger, while his mother was Elviriella a powerful wizard bending the snow and ice all around them to her will. Nazetoz also had a twin sister, Quisa.

Nazetoz and Quisa got along fairly well and they both learned martial skill from their father and Magic from their mother. They pushed each other to excel and constantly one upped one another. Quisa was the better hunter, taking after their father, but Nazetoz was a better mage, taking more after their mother.

One cool summer day while Nazetoz was out travelling across the tundra he came across a small half-elf girl. She was left in the middle of nowhere without any sight of the parents. He was still a youngling himself and didn’t know how to care for a kid, but luckily he knew there was a Kellid village nearby. Nazetoz brough her there a kind priestess of Sarenae called Merisa living there agreed to take her in and she named the girl Irisa.

Time passed and Nazetoz watched Irisa growing up through sporadic visits. He also got to hear plenty of lessons from Merisa on the teachings of the Dawnflower. He pondered the teachings while he was travelling, but ultimately, they were consigned to the back of his mind.

What was more important to him was working together with his sister Quisa to hunt and improve themselves. Soon enough they found that they wanted more challenges. An opportune moment of a lone traveller meeting the two of them presented itself. Quisa suggested it, but Nazetoz joined in as they robbed the old guy and got to test their skills in a new way.

From there it was a slippery slope, they continued to rob travellers, getting more of their tribe to join in to be able to take on larger caravans. They were quite successful and Nazetoz became an expert at intimidation and extortion. Naturally their parents did not agree with the path the youngsters had taken. Eventually was a violent breakup and the twins ended up splitting away from the tribe with almost half of the members.

Even through all this Nazetoz continued his visits to the girl Irisa, who was now growing into becoming a young woman. Nazetoz and Irisa got to have many interesting conversations and much fun together and grew quite close.

Quisa did not like these visits, that he prioritized this little girl over her. She decided to punish her brother for his priorities. One morning Nazetoz woke up alone to find that the whole tribe had left him behind. He managed to follow the sizable tracks and was met with a horrific sight. The village was in flames and there were dead people everywhere.

Nazetoz joined the battle, but not on the side of the elves, instead he fought for the villagers, helping them escape and using his frost powers to knock out his tribe mates. He saw Irisa, but it was too late. Quisa struck her down as he watched. Overcome with grief, Nazetoz was helpless to intervene, as he knew it was hopeless to try to attack her head on with so many elves protecting her.

Instead the young elves escaped together with Merisa and several of the other villagers. Even in her grief, Merisa realized that he had helped them survive. She gave him her old magical sword. Told him that she had planned to give it to Irisa, but that she could no longer receive it. The sword, named Blackfire was bestowed with the will of Sarenae and would guide him on the right path. By helping the village Nazetoz had started on the path to redeeming his actions as a bandit.

There was nothing more for him in the north, Nazetoz decided to travel south, figure out what he could do to redeem himself through good actions and to learn more about himself, magic and his connection with the sword.

Later Nazetoz heard that his sister had been forced to flee south as the Kellid had not taken kindly to the destruction of the Kellid village and he wondered if their paths would cross again. If it did, it would not be as friends...

---===Appearance and Personality===---:

picture
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