Angel Mask

Raban Kwazeeli's page

239 posts. Alias of polyfrequencies.


Full Name

Raban Kwazeeli

Race

(+2 vs effects from demons & cultists) | Init +8 | Active: Protection from Arrows (DR/10 magic vs ranged, 46/50)

Classes/Levels

||

Animal Companion:
Olapa Air Elemental Tiger Companion HP: 21/21 | Perception +7, Sense Motive +2 | Speed 40 ft | AC 20 Touch 14 Flat-Footed 16 | CMD 18 | Fort + 4, Reflex +7, Will +3 | Init +4 | Active: None

Gender

Male Mbe'ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 | HP: 24/24 | Perception +9, Sense Motive +12 | Speed 20 ft | AC 17 Touch 11 Flat-Footed 16 | CMD 15 | Fort + 5, Reflex +3, Will +6 (+2 vs poison, spells, & SLAs)

Size

Medium

Age

50

Alignment

NG

Deity

Shimye-Magalla

Location

Kenabres, by way of the Magaambya and Terwa Uplands

Languages

Common, Druidic, Dwarven, Polyglot

Occupation

Sacred Warrior of the Earth and Moon

Strength 15
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 16
Charisma 8

About Raban Kwazeeli

Raban Kwazeeli is a Mbe’ke dwarf who left to train at the Magaambya after his tribe in the Terwa Uplands was devastated by a demon attack. There he learned to blend different magical traditions together to achieve wonderful things while discovering a call to go to the Worldwound. With his trusted tiger companion Olapa, he seeks to restore balance to Old Sarkoris and rediscover the ancient druidic lore long dormant since the incursion of demons into this world.

Raban believes in redemption and peace, but is very utilitarian and willing to fight a holy war to achieve that peace. His patron is Shimye-Magalla, a janiform amalgam of Desna and Gozreh worshipped by the Bonuwat people, but he also pays homage to the tenets of the Green Faith and the dwarven pantheon, especially Trudd.

Raban Kwazeeli
Male Mbe’ke Dwarf Halcyon Druid 3 / Ravener Hunter Sanctified Slayer (Inquisitor) 3 of Shimye-Magalla
NG Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +9

--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield)
hp 24 (3d8+6)
Fort +5, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities; +2 vs. effects from demons & cultists
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

--------------------
Offense
--------------------
Speed: 20 ft.
Melee: cold iron battleaxe +4 (1d8+2/x3), warhammer (1d8+2/x3)
Ranged: Wenduag's +1 composite (+3) longbow +4 (1d8+3/x3), shortbow +3 (1d6/x3)
Special Attacks: demon hunter (+2 attack (morale) vs demons & cultists), studied target (+1, move action), +1 on attack rolls against goblinoid and orc humanoids
Spell-Like Abilities (CL 3rd)
1/day – longstrider
At will – detect alignment
Druid Spells Prepared (CL 3rd; concentration +6)
2nd (2/day) align weapon (good)*, barkskin, resist energy
1st (3/day) cure light wounds, entangle, faerie fire, *protection from evil
0 (at will) create water, mending, read magic, stabilize
Inquisitor Spells Known (CL 3rd; concentration +6)
1st (2/day) bless, divine favor, shield of faith, wrath
0 (at will) acid splash, detect magic, disrupt undead, guidance, light, oath of anonymity

--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 13, Wis 16, Cha 8
Base Atk +2; CMB +4; CMD 15

Feats: Demon Hunter, Improved Initiative, Vengeful Banisher; EitR: Combat Expertise, Deadly Aim, Power Attack
Traits: Touched by Divinity (campaign), Grounded (race), Propitiation (religion)
Skills: Acrobatics +5 (+2 on balance-related checks, -2 to jump), Climb +6, Diplomacy +8 (+2 propitiation), Handle animal +5 (+4 for animal companion), Heal +7, Intimidate +0, Knowledge (planes, religion) +7 (+3 to ID creatures, +2 vs cultists, demons, undead), Knowledge (local) +6 (+3 to identify creatures), Knowledge (arcana, engineering, geography, history, nature) +5 (+3 to identify creatures), Perception +9, Sense Motive +12, Stealth +5, Survival +7 (+1 to follow/ID tracks), Swim +6; ACP -3; Studied Target +1 Bluff, Knowledge, Perception, Sense Motive, Survival
Languages: Common, Druidic, Dwarven, Polyglot
SQ: bonded mask, charged by nature (lunar mystery: primal companion), cunning initiative, demon hunter, detect alignment, holy magic, Magaambya-trained, monster lore, peacekeeper, spontaneous casting, stern gaze, studied target (+1, move action), track, trackless step, woodland stride
Gear cold iron battleaxe, heavy wooden shield, hide armor, holly & mistletoe, shortbow with 20 arrows, signal whistle, silver holy symbol of Shimye-Magalla, spell component pouch, warhammer, belt pouch containing 1 gold, 2 silver, 5 copper, chalk, & earplugs; backpack containing pitons, 50 ft of rope, 50 ft of twine, a waterskin, & 5 days of trail rations; scale of Cloudwalking; scroll of comprehend languages, scroll of cause fear

Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

--------------------
Special Abilities
--------------------
Bonded Mask (Su): A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face). This ability replaces nature bond.

Magaambya-Trained (Ex): A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills. This ability replaces nature sense and alters the druid’s class skills.

Peacekeeper (Ex): A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks. This ability replaces wild empathy.

Spontaneous Casting: A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain. This ability replaces spontaneous casting.

  • 1st—protection from evil
  • 2nd—align weapon (good)

    Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.

    Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.

    Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items. This ability alters the inquisitor’s spells.

  • 1st—blessed fist, celestial healing, karmic blessing, songbird

    Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day. A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

    Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

    Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

    Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

    Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

    Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

    Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

    Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    Demon Hunter: At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons. You also gain a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that you recognize as followers of such a deity. This ability replaces the teamwork feat gained at 3rd level.

    Vengeful Banisher: You’ve witnessed demons and their madness firsthand, likely in one of the lands detailed in this section, or perhaps some other demon-marked region such as the Worldwound or the Abyss. Since then, you’ve sworn to send these wretched fiends back to whence they came, and you’ve become an expert at rooting out their kind and their servants.

    Prerequisites: You witnessed at least one family member or a close friend being killed by demons or demonic cultists, or you have the Hated Foe or An Eye for an Eye background.

    Benefit: You gain a +2 bonus on saving throws against spells or effects originating from demon worshipers and from creatures of the demon type.

    Goal: Convince the leader of a demon cult to renounce her Abyssal lord and seek atonement for her actions. Alternatively, if you kill the cult leader, you must also decisively defeat at least half of the cultists and have the cult’s base of operations consecrated by a well-known local priest.

    Completion Benefit: When a demon damages you with an attack, spell, spell-like ability, or special ability and reduces you to fewer than 0 hit points, you may allow righteous energy to pour through you and into the demon, instantly sending it to another plane of existence (as dismissal) if it fails a Will save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier). This dismissal takes place after you are damaged but before you fall unconscious, so you can use this ability even if the demon kills you. You can use this ability once per day. Once you have used this ability, you must be healed to your maximum number of hit points before you can use the ability again.

    Dwarf Race Traits

  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
  • Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Dwarves can take this trait in place of greed.
  • Fey Thoughts: he character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A dwarf can take this trait in place of hatred.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
  • Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
  • Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

    Traits
    Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.

    Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

    Propitiation: Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

    ---

    Olapa
    Tiger Elemental Companion (Air)
    N Medium animal
    Init +4; Senses low-light vision, scent; Perception +7

    --------------------
    Defense
    --------------------
    AC 20, touch 14, flat-footed 16 (+3 Dex, +1 natural, +3 armor)
    hp 21 (3d8+3)
    Fort +4, Ref +7, Will +3
    Defensive Abilities: Concealment (20%) vs ranged attacks

    --------------------
    Offense
    --------------------
    Speed: 40 ft.
    Melee: bite +6 (1d6+2), 2 claws +6 (1d4+2), rake (2 claws, 1d4+2)

    --------------------
    Statistics
    --------------------
    Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
    Base Atk +2; CMB +6; CMD 18

    Feats: Disruptive Companion, Light Armor Proficiency; EitR: Agile Maneuvers, Combat Expertise, Power Attack, Weapon Finesse
    Skills: Perception +7, Stealth +8
    SQ: lesser elemental manifestation, link, share spells, tricks (attack, attack all, defend, down, flank, guide, heel, seek)
    Gear hide shirt barding