Iramine

Razze Grey's page

14 posts. Alias of Walter Lindie.


Full Name

Razze Grey

Race

Blood elf

Classes/Levels

Artificer 2

Gender

Female

Size

Medium

Alignment

LE

Deity

None

About Razze Grey

Attack defense:

Female Blood Elf Artificer 1
LE Medium humanoid (elf)
Init +5; Senses low light; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13
hp 15 (2d8 +2 FC)
Fort +0, Ref +3, Will +4
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Offense
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Speed 30 ft.
melee Morningstar +2 (1d8/3x)
Ranged light crossbow +4 (1d8/19-20x3)
3 lvl 1 extracts a day
4 Lvl 0 extracts a day

Statistics:

Str 12, Dex 16, Con 10, Int 19, Wis 12, Cha 7
Base Atk +1; CMB + 2; CMD 15
Feats
Class
Scribe scroll
Brew Potion

Level
Deadly Aim
Traits
Pragmatic Activator
Reactionary

Skills :

Acrobatics +2 (+3 Dex, -1 ACP)
Appraise +4 (+4 Int)
Bluff -2 (-2 Cha)
Climb +0(+1 Str,-1 APC)
Craft +4 (+4 Int)
Diplomacy -2 (-2 Cha) +2 gather information
Disable device +8 (2 rank, +3 CS, +3 Dex, +1 Trapfinding, -1 APC)
Disguise -2 (-2 Cha)
Escape Artist +2 (+3 Dex, -1 ACP)
Fly +2 (+3 Dex, -1 ACP)
Handle animal -2 (-2 Cha)
heal +1 (+1 Wis)
intimidate -2 (-2 Cha)
Knowledge (arcana/engineering/planes/psionics)+7 (1 rank, +3 CS, +3 Int)
Knowledge (Dungeoneering/Geography/local/Nature/Nobility/Religion)+4 (1 rank, +3 Int)
Perception +6 (2 rank, +3 CS, +1 Wis)
Perform -2 (-2 Cha)
Ride +2 (+3 Dex, -1 ACP)
sense motive +1 (+1 Wis)+2 hunchs
Spellcraft +9 (2 rank, +3 CS, +4 Int )(+2 identify items)
Stealth +2 (+3 Dex, -1 ACP)
Survival +1 (+1 Wis)
Swim +0 (+1 Str, -1 acp)
Use Magic Device + 5 (+4 Int/trait, +1 Artisan Bonus)

Gear :

Studded Leather 20, Morning Star 6, Light Crossbow 4, 20 Bolts 2, backpack, a bedroll, a belt pouch, an iron pot, a mess kit, rope, soap, trail rations (4 days), and a waterskin 18, Thieves Tools, acid flask.
GP 6

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Special Abilities
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Race:

• Low-Light Vision: Blood Elves can see twice as far as humans in conditions of dim light.
• Elven Immunities: Blood Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Elven Magic: Blood 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.
• Urbanite: The Blood Elves have lived in cities for more than a century. They have grown to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
• Arcane Focus: Some blood 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.
• Languages: Orcish, Thallasian, Common, Draconic, Undercommon, and Zandali.

Class:

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, all crossbows, with light and medium armor, and with shields (except tower shields). If the campaign allows for firearms or siege weapons, artificers are also proficient in these weapons as well.
Infusions
Artificer Knowledge
Artisan Bonus: An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.
Trapfinding: An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.

Backstory:
Razze Grey was born in a merchant caravan that moved throughout the continent. Her father and mother were diviner and conjuration wizards. Her father and her mother worked as guards on top of their crafting tasks. Despite the danger it was a good life but not the safest due to the occasional bandit attack. There were incidents were she was attacked for her nature but they increased her desire to standout instead of hiding away. Razze was born without much in the way of magical abilities unlike her parents. She trained under all of the powerful wizards and clerics that her family traveled with but had no real power with divine or arcane magic’s. Studying with the artificers that his parents worked with unlocked a great deal of talent in her. She left the caravan at the age of 19 to study under one of the artificers who was retiring so he could learn the art directly rather than getting in the way of the caravans trading. Unfortunately on the after only a year she learned her parents caravan had been attacked and destroyed leaving not even a single trace of the dead. Enraged and by loss she set out to avenge her family however she could selling her creations and working to as an adventurer.

personality:
Her lack of arcane magic always had her parents less than enamored with her leaving her cool to others until they earn her trust which takes a lot of work.