Riftwarden

Sunjeet Azra'eil's page

170 posts. Alias of Patrick McDade.


Full Name

Sunjeet Azra'eil

Race

N Half-elf (Garundi/Drow) Bard (Archaeologist 3)

Classes/Levels

HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Strength 16
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 7
Charisma 14

About Sunjeet Azra'eil

Stat Block:

Sunjeet Azra'eil
Male half-elf (Half Drow) bard (archaeologist) 3 (Pathfinder RPG Ultimate Combat 32)
N Medium humanoid (elf, human)
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)
hp 21 (3d8+3)
Fort +2, Ref +4, Will +1; +2 vs. enchantments
Defensive Abilities trap sense +1, uncanny dodge; Immune sleep
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+5/19-20) or
. . scorpion whip +4 (1d4+5)
Ranged javelin +3 (1d6+3)
Special Attacks archaeologist's luck 9 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—ear-piercing scream[UM] (DC 13), grease, saving finale[APG] (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—detect magic, mage hand, mending, open/close (DC 12), prestidigitation, read magic
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Statistics
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Str 16, Dex 12, Con 12, Int 14, Wis 7, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Lingering Performance[APG], Power Attack, Skill Focus (Disable Device)
Traits fate's favored, trap finder
Skills Climb +5, Diplomacy +7, Disable Device +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Spellcraft +8, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Osiriani, Ancient
SQ bardic knowledge +1, clever explorer +1, elf blood
Other Gear leather armor, heavy steel shield, dagger, javelin (3), scorpion whip[UC], backpack, bedroll, canteen[UE], silk rope (50 ft.), thieves' tools, trail rations (5), 9 gp, 1 sp, 5 cp
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Special Abilities
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Archaeologist's Luck +1 (9 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fate's Favored Increase luck bonuses by 1.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Description:

With skin darker than most of his fellow Garundi, yellow eyes and white hair, this half-elf tries to pass for human often, but his dark-elf blood shows through. Well muscled with a keen eye, he seems to be trying to record all he sees as he gazes about..

Background:

Plagueborn. With this history of his native Wati, this particular descriptor is especially abhorent, but there is no doubt it is appropriate for Sunjeet Azra’eil. His mother was ready to give birth when the plague finally took her, and his survival was due only to the quick thinking of the priest of Pharasma who was tending to his mother’s death and cut him from the womb before the necrosis killed him. However, had the man realized his fell dark-elf ancenstry he may have been smothered at birth. They took his complexion for Garundi, however, and let him live.

Raised through youth by the temple of Pharasma, as the priest took responsibility for the infant life he saved, he received a grand education and access to all the books of the temple. However, the circumstances of his birth and the constant supervision of priests of death provided for a uniquely disturbing upbringing and Sunjeet became entirely obsessed with his own mortality and a literally morbid fear of his own eventual death. The teachings of the priests and priestesses who raised him provided no solace, though Sunjeet respectfully learned what they taught and followed the letter of the precepts of the Lady of Graves as he worked as a servant within Her temple. However, he began his own studies into the nature of life and death, looking outside the restrictive tenants of his religious upbringing for truths that might someday sooth his central fear and obsession.

Ultimately, it was the ancient gods, specifically Anubis, that lead him down the path of the Arcane. The fact that answers about the nature of death existed outside of the teachings of Pharasma lead to hope that his death was not absolutely unavoidable. The ancient teachings of Anubis spoke of semi-divine pharaohs and bargains made of life and death. Sunjeet began seeking out all records of these ancient times, and explored all the ancient libraries and sellers of antiquities for hints of the powers that these ancient gods provided. Eventually, he learned of the the ancient rites of immortality pursued by some Pharohs of old. Could the secrets of immortality that the ancient pharaohs possessed be based in the arcane rather than the divine?

Sunjeet used the contacts he had made among the sellers of books and artifacts to gather all that he could find on the ancient magics of Thassalon, especially as they related to death. Studying these works secretly in his servant’s quarters within the he taught himself the rudiments of the arcane ways exploring death and power. Eventually, he realized, that the secrets - if they existed could not be found within the shops he searched as the greatest treasures and secrets were always sifted away before the wares reached the stores. Instead, he would have to discover the relics himself and he combined he learned skills with his arcane powers, and his seemingly endless luck. These would be useful to those who explore the ancient world first hand. When the call went out the explore the Necropolis came, Sunjeet knew that his opportunity had arrived. He could barter his knowledge, luck and arcane skill to combine with others who had the brawn and hardiness for such adventure, and, as a team, unlock the arcane secrets of life and death that continued to elude him.


Personality:

Brash but thoughtful, Sunjeet is aggressive in his pursuits of forbidden knowledge and is willing to pit his skill, power, and luck against all that would prevent him from reaching his goals. Articulate and pleasant in company, he makes fast friends and is willing to use any who will help him reach his goals. He is fully aware of the value of his skills and considerable knowledge, and will insist on a course of action if he is certain of his correctness. However he will attempt to advise than insist, however, and does what he can to make others comfortable around him as they pursue their joint goals.

Normal Attack w/ Luck: [dice=Scorpion Whip w/Luck]1d20+6[/dice] [dice=Damage]1d4+7[/dice]