Casamir Azmeren

Quazel Karn's page

55 posts. Organized Play character for Wrong John Silver.


Full Name

Quazel Karn

Race

Half-Elf

Classes/Levels

Inquisitor 1/Skald 1 [HP 17/17 | AC/ff/t 16/16/10 | F+5/R+0/W+6 | CMB +3 CMD 13 | Spd 30', Init +1, Per +4 | Inq Spell 2/2, Skd Spell 2/2, Haste 5/5, Song 11/11]

Gender

Male

Size

Medium (6'1", 165 lbs)

Age

23

Alignment

CG

Deity

Gorum

Languages

Common, Elven, Skald, Orc

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

About Quazel Karn

Combat Stats:

Init +1 (+0 Dex, +1 trait)
Fort +5 (+4 base, +1 Con)
Ref +0 (+0 base, +0 Dex)
Will +6 (+4 base, +2 Wis)
HP 17 (8+5 +2 Con +2 FC)
AC 16/ff 16/touch 10 (+6 Armor)
BAB +0
CMB +3 (+3 Str)
CMD 13 (10 +3 CMB +0 Dex)
Move 30' (20' in armor)
ACP -5

Attacks:
Greatsword +3 (2d6+4, 19/x2)
Cold Iron Cestus +3 (1d4+3, 19/x2)
Shortbow +0 (1d6, 20/x3, 60')

Half-Elf Racial Features:

Medium Size, 30' move
Low-Light Vision
Multitalented: Favored classes Inquisitor and Skald
Adaptability: Skill Focus (Use Magic Device)
Elf Blood: Counts as Elf and Human
Elven Immunities: +2 save vs. enchantment, immune to sleep
Keen Senses: +2 Perception

Sanctified Slayer Inquisitor / Skald Class Features:

Patron Deity: Gorum
Weapon Proficiency: Simple weapons, Greatsword, Hand Crossbow, Repeating Crossbow, Longbow, Shortbow
Armor Proficiency: Light, Medium, Shields
Orisons
Studied Target: Study an opponent as a move action, then have +1 attack, damage, Bluff, Knowledge, Perception, Sense Motive, Survival against the target.
Stern Gaze: +1 morale bonus to Intimidate and Sense Motive
Monster Lore: Add Wis to Knowledge checks when studying monsters in addition to Int
Tactics Inquisition:
- Inquisitor's Direction: Forgo all actions on your turn to grant an ally within 30' haste for 1 round. 5/day.

Bardic Knowledge: +1 on Knowledge checks, can use Knowledge untrained
Raging Song: 8 rounds/day. Start as a standard action, maintain as a free action.
- Inspire Rage: allies accepting song +2 morale bonus to Strength and Constitution, +1 morale bonus to Will, -1 AC. Can't use Cha, Dex, Int skills except Acrobatics, Fly, Intimidate, or Ride while raging.
Extra Performance

Feats:

Skill Focus (Use Magic Device): +3 UMD
Fast Learner: FCB is +1 hp and +1 skill point, or Alternate Feature
Extra Performance (free): +6 rounds/day of Performance

Skills:

Intimidate +7 (1 rank, +3 class, +2 Cha, +1 Morale)
Knowledge(arcana) +6 (1 rank, +3 class, +1 Int, +1 class)
Knowledge(nature) +6 (1 rank, +3 class, +1 Int, +1 class)
Knowledge(religion) +6 (1 rank, +3 class, +1 Int, +1 class)
Knowledge(planes) +6 (1 rank, +3 class, +1 Int, +1 class)
Knowledge(other) +2 (+1 Int, +1 class)
Linguistics +3 (2 ranks, +1 Int)
Perception +4 (+2 Wis, +2 racial)
Perform(oratory) +4 (2 ranks, +2 Cha)
Profession(scribe) +7 (2 ranks, +3 class, +2 Wis)
Sense Motive +3 (+2 Wis, +1 Morale)
Spellcraft +5 (1 rank, +3 class, +1 int)
Use Magic Device +7 (2 ranks, +2 Cha, +3 feat)

Traits:

Veteran of Battle (Religion): +1 Initiative, can draw weapon on surprise round as a free action
Bifurcated Magic (Race, Half-elf): +1 caster level for Inquisitor, Skald spells

Equipment:

Greatsword (50gp, 8lb)
Shortbow (30gp, 2lb)
20 Arrows (1gp, 3lb)
Cold Iron Cestus (10gp, 1lb)
Four-Mirror Armor (45gp, 45lb)
Spell Component Pouch (5gp, 2lb)
Holy Symbol, Iron (5gp, 1lb)
Backpack (2gp, 2lb)
- Bedroll (1sp, 5lb)
- Blanket (5sp, 3lb)
- Mess Kit (2sp, 1lb)
- Flint and Steel (1gp, --)

2sp

Total Encumbrance: 73 lb

Light: 0-76 Medium 77-153 Heavy 154-230

Spells:

Inquisitor Spell Level 1: 1+1/day
Skald Spell Level 1: 1+1/day

Inquisitor Spells Known:

Level 0 (DC 12): Detect Magic, Read Magic, Light, Stabilize
Level 1 (DC 13): Divine Favor, Heightened Awareness

Skald Spells Known:

Level 0 (DC 12): Mage Hand, Mending, Message, Open/Close
Level 1 (DC 13): Moment of Greatness, Vanish

XP: 3
Fame: 4
Prestige: 4

Adventures Completed:

Background:

Quazel Karn was raised in Halgrim, in the Ironbound Islands, in the Land of the Linnorm Kings. He was always prone to wander, but remained true to his roots in the community. Sure, it was whispered that his father had visited from the Mordant Spire, and it was clear that he is no human, but his spirit was strong, his faith was solid, and he accepted his fate.

And yet, he is a wanderer at heart, and finding things chilly at home and hearth, he found himself a new home with the Pathfinders.

Advancement Planning:

1: Inq
2: Skald
3: Inq
4: Skald
5: Skald
6: PF Chronicler
7: PF Chronicler
8: PF Chronicler
9: PF Chronicler
10: PF Chronicler
11: PF Chronicler
12: PF Chronicler