Beltias Kreun

Sazzat Tamm .'s page

269 posts. Alias of DeJoker.


About Sazzat Tamm .

.
Name: Sazzat Tamm
Race: Aiudeen (Elf/Human-Taldan)
Gndr: Male
Age: Middle Aged (52 yrs)
Size: Medium
Algn: Chaotic Good

Class: Arcane Trickster-5
Favored: Arcane Trickster

-------{ Defense }-------
Fort +3 ........ Rflx +6 ....... Will +2
... Immune to Magic Sleep
... Racial Bonus +2 Save vs Enchantments
... Cold Resistance 2

Init: +5
Speed: 30ft
Senses: Low Light Vision, Perception +7

AC: 17 (FF 14)(T 13)(Armor +4 . Dex +3)
HP: 44 / 44

-------{ Offense }-------

Melee To Hit: +1(+4) ...... Range To Hit: +4

Dagger ............ 1d4+1 . (19/x2) . Rng 10ft . Typ: P/S
Silver Dagger .. 1d4+1 . (19/x2) . Rng 10ft . Typ: P/S
Rapier .............. 1d6+1 . (18/x2) ................... Typ: P
Light X-Bow ..... 1d8 ..... (19/x2) .. Rng 80ft . Typ: P

Special Damage: Precise Strike +2d6

-------{ Statistics }-------

Attributes
Str 12(+1) ... Dex 16(+3) . Wis 9(-1)
Con 12(+1) . Int 19(+4) ... Cha 12(+1)

Feats and Features

Magical Knack (Magic):
The character picks a class(Wizard) when they gain this trait; their Caster Level in that class gains a +2 Trait Bonus as long as this bonus does not raise their Caster Level above their current total Hit Dice.
Hermean Paragon (Region):
Unknownst to Sazzat Tamm, he is a product of Hermea's breeding program, his parents were chosen to be citizens, but Tamm at birth was deemed to be unfit for for community's high standards. He was traded to a Merchant that had requested any such children and eventually found his way to the Sazzat family. The only benefit of his breeding is that he is quicker than normal members of his race, and gains a +2 Trait Bonus on Initiative checks.
Northern Ancestry (Campaign):
One of Sazzat's ancestors passed on the blood of some frost-rimed creature. He feels most alive during the chill of winter. He rarely feels the cold, and tends to like the the more northern regions. He has a +1 Trait Bonus on Fortitude saves, as well as Cold Resistance 2; this Resistance does not stack with Cold Resistance gained from any other source.
Haunted:
Something from the character's past - or a dark secret they presently hold - makes it difficult for them to ever be at peace, and their chronic worry makes it hard for them to fully trust others. As such anyone who attempts an Aid Another Action of any type to assist the character must succeed at a DC 15 check instead of the normal DC 10 check.
Low Light Vision:
The character has eyes that are so sensitive to light such that they can see twice as far as normal in dim light. Low-light vision is color vision. A Spell Caster with Low-Light Vision can read a scroll as long as even the tiniest candle flame is next to them as a source of light. Characters with Low-Light Vision can see outdoors on a moonlit night as well as they can during the day.
Elven Immunities:
The character is immune to Magic Sleep effects and gets a +2 Racial Bonus on Saves against Enchantment spells and effects.
Keen Senses:
The character receives a +2 Racial Bonus on Perception checks.
Feat:
Multi-Talented:
The character chooses two Favored Classes (Rogue/Wizard) at 1st level and gain +1 Additional Hit Point and Skill Point whenever they take a level in either one of their Favored Classes as well as the following for each specific Favored Class:
Rogue Favored Bonus: The Rogue adds +½ Level (+1) to Stealth checks and Diplomacy checks to Gather Information.
Wizard Favored Bonus: Select one Arcane School Power (Blinding Ray) at 1st-level that is normally usable a number of times per day equal to 3 + the Wizard's Intelligence modifier (+5). The Wizard adds +½ Level (+2) to the number of uses per day of that Arcane School Power.
Adaptibility:
The character receives Skill Focus(Disable Device) as a Bonus Feat at 1st-level.
Elf Blood:
The character counts as both an Elf and a Human for any effect related to race.
Breadth of Experience:
Although still fairly young for a human/elf, Sazzat has spent about 50 years learning from the streets as well as from his forced educational training, as such he has gained a broad accumulation of knowledge and professional acumen. He has thus gained a +2 Feat Bonus on all Knowledge and Profession skill checks, and can use these skills untrained. If the character's max middle age is greater than 100 years old, they must be at least 100 years old. If their max middle age is less than 100 years old, they must be at least 50 years old.
Accomplished Precise Striker:
The character's strikes against a foe's vital spots are extra precise and thus extra deadly. Their Precise Strike Damage increases by +1d6. However, their total number of Precise Strike Damage dice cannot exceed half their character level (rounded up).
Improved Familiar:
Rogue Talent(Familiar):

Languages: Common(Taldaen), Elven, Giant, Goblin, Ork, Thassilonian, Varisian, Shoanti
Skills:
* = Armor Check Penalty Incorporated
# = Cannot Use Untrained

. +6 Acrobatics*
. +3 Animals#
. +9 Appraise
. +8 Bluff
. +3 Climb*
. +5 Diplomacy
+13 Disable Device#*
. +5 Disguise
. +6 Escape Artist*
. +1 Fly*
. -1 Heal
. +1 Intimidate
+12 Legerdemain#*
. +9 Linguistics
. +7 Perception
. +1 Ride*
. +5 Sense Motive
+11 Spell Craft#
. +7 Stealth*
. -1 Survival
. +3 Swim*
. +5 Use Magic Device#

Knowledge Skills
+10 Arcana
+10 Dungeoneering
. +9 Engineering
+10 Geography
+10 History
+10 Local
. +6 Nature
. +6 Nobility
+10 Planar
. +6 Religion

+4 Craft ( )
+1 Perform ( )
+1 Profession ( Can Use Untrained )

Equipment:
Leather Lamellar (Wgt: 25 lbs AC: +4 Max Dex: +3 ACP: -2 ASF: 20% Spd: -0ft)
Dagger (Wgt: 1 lbs Dmg: 1d4 Crit: 19/x2 Rng: 10ft Typ: P/S)
Silvered Dagger (Wgt: 1 lbs Dmg: 1d4 Crit: 19/x2 Rng: 10ft Typ: P/S)
Rapier (Wgt: 2 lbs Dmg: 1d6 Crit: 18/x2 Typ: P
Light X-Bow (Wgt: 4 lbs Dmg: 1d6 Crit: 19/x2 Rng: 80ft Typ: P)
... Bolt Case 10 Bolts
Potion Belt (Can hold up to 6 potions. Free Action to Retrieve Poiton)
... Potion Ant Haul
... Potion Ant Haul
... Potion Jump
... Potion Mage Armor
Pouch of Holding I (Holds 60 lbs / 10 cu ft)
... Trail Rations 20/20
... Water Skin 2/2
... Bedroll
... Bolts 20/20
... Sunrod 5/5
... Rope 50 ft
... Stylus
... Ink
... Scroll Case
....... Parchment 10/10

Spells * = Prepared
-------{ Cantrips }-------
Acid Splash:
Anonymity*:
School: Illusion(Glamer)
Casting Time: 1 Standard Action
Components: V
Range: Personal
Target: Self
Duration: 10 minutes/level
Save: None; Spell Resistance: No

The spell distorts the caster's voice and subtly alters their body language and the appearance of their gear and any animals (familiars, companions, mounts, etc...) This spell does not make them appear to be a different creature type, nor does it change their apparent height nor body type. It provides a +10 on Disguise checks to conceal their identity, but not on checks to impersonate anyone in particular but they must avoid revealing their face or any other easily identifiable features. This distortion is done the same way each time, essentially creating an alternate personna that can be recognized by those who have observed it before.

Arcane Mark:
Breeze:
Chameleon:
Dancing Lights:
Detect Fiends:
Detect Magic*:
School: Divination
Casting Time: 1 Standard Action
Components: V, S
Range: 60 feet
Target: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saves: None; Spell Resistance: No

The caster detects magical auras. The amount of information revealed depends on how long they study a particular area or subject.
... 1st Round: Presence or absence of magical auras.
... 2nd Round: Number of different magical auras and the power of the most potent aura.
... 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, they can make Knowledge(Arcana) skill check to determine the school of magic involved in each. (Make one check per aura: DC 15 + Spell Level, or 15 + 1/2 caster level for a non-spell effect.) If the aura eminates from a magic item, they can attempt to identify its properties.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original ............. Duration of
Strength ............ Lingering Aura
Faint .................. 1d6 rounds
Moderate .......... 1d6 minutes
Strong ................ 1d6 x 10 minutes
Overwhelming .. 1d6 days

Spell or Object
Aura Power ............ Faint ............ Moderate ...... Strong ........ Overwhelming
Functioning spell ... 3rd or lower ... 4th-6th ....... 7th-9th ...... 10th+ (Deity-level)
(spell level)
Magic item ............. 5th or lower .... 6th-11th ... 12th-20th .... 21st+ (artifact)
(caster level)

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, the caster can turn to Detect Magic in a new area. The spell can penetrate barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Poison:
Drench:
Flare:
Frost Ray:
Ghost Sound*:
School: Illusion(Figment)
Casting Time: 1 Standard Action
Components: V, S, M (A bit of wool or a small lump of wax)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Illusory Sounds
Duration: 1 Round/Level (D)
Saves: Will Disbelief; Spell Resistance No

This allows the caster to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The caster chooses what type of sound to create when casting it and then cannot thereafter change the sound's basic character.

The volume of sound created depends on the caster's level. They can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, the noise of talking, singing, shouting, walking, marching, or running can be created but not actually understandable speech just general noise.

The noise the spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

This Cantrip can enhance the effectiveness of the Illusion I and is part of the Illusion II spell.

This Cantrip can be made permanent with a Permanency spell

Grasp:
Haunted Fae Aspect:
Jolt:
Light:
Mage Hand*:
School: Transmutation
Casting Time: 1 Standard Action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels
Target: One Non-Magical, Unattended Object Weighing Up To 5 lbs.
Duration: Concentration
Saves: None; Spell Resistance: No

The caster points their finger at an object weighing no more than five pounds and can lift it and move it at will from a distance. As a Move Action, they can propel the object as far as 15 feet in any direction, though the spell ends if the distance between the caster and the object ever exceeds the spell's range.

Mending*:
School: Transmutation
Casting Time: 10 Minutes
Components: V, S
Range: 10 feet
Target: One Object up to 1 lbs/level
Duration: Instantaneous
Saves: Will Negates(harmless, object); Spell Resistance: Yes (Harmless, Object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but the caster must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message*:
School: Transmutation(Language-Dependent)
Casting Time: 1 Standard Action
Components: V, S, F (A peice of copper wire)
Range: Medium (100 ft. + 10 ft./level)
Targets One Creature/Level
Duration: 10 Minutes/Level
Saves: None; Spell Resistance: No

The caster can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. The caster points their finger at each creature they want to receive the message. When they whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal or a thin sheet of lead blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the caster and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that the caster hear. The spell transmits sound, not meaning; it does not transcend language barriers. To speak a message, the caster must mouth the words and whisper.

Open/Close:
Penumbra:
Prestidigitation*:
School: Universal
Casting Time: 1 Standard Action
Components: V, S
Range: 10 feet
Target: See Text
Duration: Instantaneous or Up To 1 Hour
Saves: See Text; Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables them to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A Prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spell casters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only for 1 hour.

Read Magic:
School: Divination
Casting Time: 1 Standard Action
Components: V, S, F (A clear crystal or mineral prism)
Range: Personal
Target: Self
Duration: 10 Minutes/Level
Saves: None; Spell Resistance: No

The caster can decipher magical inscriptions on objects—books, scrolls, weapons, and the like — that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and the caster has read the magical
inscription, they thereafter are able to read that particular writing without recourse to the use of Read Magic spell again. They can read at the rate of one page (250 words) per minute. The spell allows them to identify a glyph of warding with a DC 13 Spell Craft check, a greater glyph of warding with a DC 16 Spell Craft check, or any symbol spell with a Spell Craft check (DC 10 + spell level).

All Wizards know this spell and can prepare it from mere memory.

Read Magic can be made permanent with a Permanency spell.

Resistance:
Root:
Scoop:
Scrivenir Chant:
Spark:
Vacuous Vessel:

-------{ 1st-Level }-------
Arcane Pocket:
Air Bubble:
Color Spray*:
Expeditious Move:
Magic Weapon:
Illusion I:
(aka Silent Image)
Secluded Grimoire:
Shield*:
Summon Minor Monster:
True Strike*:
Vanish*:

-------{ 2nd-Level }-------
Illusion II:
(aka Minor Image)
Mirror Image**:
Sense Vitals*: