Erdrinneir Vonnarc

T'chazzar's page

705 posts. Alias of Jesse Heinig.


Full Name

T'chazzar

Race

4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12

Classes/Levels

| Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Gender

Male Drow Paladin (Gray Paladin, Tempered Champion) 6 |

Size

Medium

Age

140

Alignment

Lawful Good

Deity

Kelinahat

Languages

Elven, Undercommon; Common (Taldane), Infernal, Sakvroth

Occupation

Expatriate agent

Strength 13
Dexterity 17
Constitution 11
Intelligence 12
Wisdom 12
Charisma 16

About T'chazzar

T'chazzar
Male drow paladin (gray paladin, tempered champion) 6
LG medium humanoid (elf)
Init +3; Senses Perception +15, Sense Motive +12; darkvision 120'

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Defense
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AC 19, touch 16, flat-footed 16 (+5 armor, +3 Dex, +1 deflection)
HP 34 (5d10)
Fort +5 (+5 base, +0 Con), Ref +5 (+2 base, +3 Dex), Will +6 (+5 base, +1 Wis) {+4 vs. disease, fear, or poison}

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Offense
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Speed 30 ft.
Melee +1 mithral shortsword +11/+6 (1d8+2/19-20/x2; piercing)
Melee Two-weapon fighting +1 mithral shortsword/+1 mithral shortsword +9/+9/+4 (1d8+2/1d8+1/19-20/x2; piercing)
Ranged Shortbow +9/+4 (1d6/x3; piercing; 60 ft.)

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Statistics
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Str 13, Dex 17, Con 11, Int 12, Wis 12, Cha 16
Base Atk +6/+1; CMB +7; CMD 20
Languages: Elven, Undercommon; Common (Taldane), Infernal, Sakvroth

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Feats
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Level 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Bonus rebellion feat
Alertness: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 3
Two-Weapon Fighting (Combat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Tempered Champion 4
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Shortsword

Level 5
Dual Enhancement: You can enhance two weapons, or both ends of a double weapon, with a single act.
Prerequisite(s): Two-Weapon Fighting; divine bond (weapon) or sacred weapon class feature.
Benefit: When you use divine bond or sacred weapon to improve your weapon, you can choose to enhance two weapons or both ends of a double weapon. All weapons affected must be in hand or otherwise wielded. Any enhancement bonus you add to one of your weapons gets added to both automatically, but weapon special abilities must be accounted for separately. For example, if you can enhance up to the equivalent of a +2 bonus, you could give both your weapons an additional +1 bonus and apply the keen special weapon ability to one of those weapons.

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Traits
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Natural Born Leader (Campaign): Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.
You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

Seeker (Social): You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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Adventuring Skills
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Total skill ranks: 25/12 (12 paladin, +6 Int, +6 favored class, +1 rebellion bonus; 12 background)

Bluff +11 (6 ranks, +3 Cha, +3 class skill)
Diplomacy +8 (2 ranks, +3 Cha, +3 class skill)
Disguise +8 (2 ranks, +3 Cha, +3 class skill)
Knowledge (religion) +5 (1 rank, +1 Int, +3 class skill)
Perception +15 (6 ranks, +1 Wis, +3 class skill, +2 race, +1 trait, +2 Alertness feat)
Sense Motive +12 (6 ranks, +1 Wis, +3 class skill, +2 Alertness feat)
Stealth +4 [+3] (1 rank, +3 Dex)
Swim +2 [+1] (1 rank, +1 Str)

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Background Skills
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Handle Animal +9 (3 ranks, +3 Cha, +3 class skill)
Linguistics +4 (3 ranks, +1 Int)
Sleight of Hand +12 [+11] (6 ranks, +3 Dex, +3 class skill)

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Untrained Skills
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Acrobatics +3 [+1] (+3 Dex)
Climb +1 [0] (+1 Str)
Escape Artist +3 [+1] (+3 Dex)
Intimidate +3 (+3 Cha)
Knowledge (nobility) +1 (+1 Int)
Ride +3 [+2] (+3 Dex)
Spellcraft +1 (+1 Int)

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Gear
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Total starting wealth: 1,000 gp

Explorer's outfit (free)
+1 mithral shortswords, 2 (3,010 gp ea., 1 lb. ea.)
+1 chain shirt (1,100 gp, 25 lbs.)
+1 ring of protection (2,000 gp)
Shortbow (30 gp, 2 lbs.)
Durable arrows, 10 (10 gp, 3 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Alchemist's fire (1 lb.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, ½ lb.)
• Disguise kit, 9 uses (50 gp, 8 lb.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Holy symbol, wooden (1 sp.)
• Poncho (5 sp, 2 lbs.)
• Smoke pellet, 2 (50 gp)
• 309 gp, 17 sp, 9 cp
]

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Special Abilities
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Drow

Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Paladin (gray paladin, tempered champion) 6

Code of Conduct: A gray paladin must be of lawful good, lawful neutral, or neutral good alignment and loses all class features except proficiencies if she ever willingly commits an evil act (for example, casting a spell with the evil descriptor). She should strive to act with honor and uphold the tenets of her faith, but failing to do so is not a violation of her code, and other than evil actions, she can do whatever else she feels is necessary to uphold the causes of law and good.
This ability replaces the paladin's code of conduct and associated abilities and alters the section on ex-paladins.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Class Skills: A gray paladin adds Bluff, Disguise, and Intimidate to her list of class skills.
This alters the paladin's class skills.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Weakened Grace: A gray paladin's loosened code weakens her connection to the power that grants her paladin abilities. She gains her first use of smite evil at 2nd level, instead of 1st, though she still gains further uses of smite evil as normal. She never gains the aura of good or divine grace class features. Her aura of courage does not make her immune to fear, her aura of resolve does not make her immune to charms, and her aura of righteousness does not make her immune to compulsions.
This ability alters smite evil, aura of courage, aura of resolve, and aura of righteousness, and it replaces aura of good and divine grace.

Paladin 2
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Paladin 2
Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Paladin 3
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Gray Paladin 3
Enhanced Health (Ex): At 3rd level, a gray paladin is far less a stranger to poisons than a normal paladin.
She gains a +4 sacred bonus on all saving throws against poisons and diseases.
This ability replaces divine health.

Paladin 3
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target is no longer fatigued.

Gray Paladin 4
Smite Foe: At 4th level, a gray paladin can spend two uses of smite evil in order to smite a nongood creature that is not evil and gain her full benefits. The gray paladin must truly believe that the creature she smites is an opponent to the cause of good. Even if this nonevil foe is an outsider, undead, or dragon, she doesn’t add increased damage to her first attack.
This ability replaces channel positive energy and alters smite evil.

Tempered Champion 4
Divine Weapon Specialization: At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list:
Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick.
If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose.
In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level.
This ability replaces spellcasting.
Level 4 feat: Weapon Focus (shortsword)

Paladin 5
Divine Bond (Su): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

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Backstory
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Description: T'chazzar is almost skinny enough to qualify as gaunt - certainly his cheeks are stark and hollow-looking and he doesn't seem particularly strong or bulky. He has purple-gray skin with a slightly ashen tone and keen red eyes. His hair is white and usually kept neatly brushed and coiled and out of the way.
In combat, T'chazzar relies on a quick, elegant backsword and a shirt of mail; unlike his twilight kin, his armaments are of surface make and quality. His outfits are drab and nondescript, generally in simple gray coloration that does not attract attention and that is hard to make out to darkvision.

Hair: White
Eyes: Red
Height: 5' 11"
Weight: 130 lbs.
Age: 140

Background: As an expatriate drow, T'chazzar never really fit into drow society; he always had a strong sense of being an outsider, of being someone who found the entire structure of the world below horribly unfair and exasperatingly foolish. Though not a scholar, he paid attention to the fact that many drow had slaves or trade deals with outsiders, and gleaned from this that other societies organized in different ways. As a youth he showed very little magical aptitude, which meant that he was slated to train as a simple swordsman. Likely, had he not gone another direction, his life would have been a short one as a simple guard or footsoldier working for some drow noble or another.
Instead, T'chazzar took the opportunity to escape in an unconventional way: He got himself sold into slavery.
Drow aren't above turning on their own, and T'chazzar realized that with only limited martial talents, it was only a matter of time before he was backstabbed or expended in some raid or internal battle. He worked carefully to show himself as being of mediocre competence, and then when his sponsors were engaged in a bit of dealing with an ambitious Chelaxian slaver and demon-binder, he made the "mistake" of insulting the host. While normally drow avoid the position of letting their own kind become slaves - it shows weakness to potential enemies - there's always a chance to make an exception for those perceived as truly powerful, and T'chazzar was right; his patron took the opportunity to "correct" him with a severe beating, followed by offering him to the Chelaxian as a servant for further punishment.
The novelty of a drow guard/servant kept him safe for a short time, but T'chazzar new that sooner or later that novelty would wear off, so he worked quietly to establish connections with other servants in the retinue. When the group returned to the surface world he managed - with much difficulty - to learn about some of the revolutionary factions among Chelaxian society, such as the following of the goddess Milani and the Bellflower Network.
During his networking he encountered a rare priest of Kelinahat, the empyreal lord of infiltration and intelligence-gathering in the service of the community, a man named Konrad Hest, who used a cover identity as a traveling tinker and seller of household wares to get close to various servants and slaves so that he could gather information and help spread it between revolutionary networks. T'chazzar slowly gained Hest's confidence and worked to help him carry messages, and in exchange Hest slowly opened up about the faith of Kelinahat. T'chazzar finally found a philosophy with which he could identify, and worked to master the rudiments of that divine calling in conjunction with his earlier martial training.
When his master went to Kintargo on a business deal, T'chazzar started to make connections there. Outside the direct power of Cheliax, Kintargo was a city waiting for revolution, and the drow planned to be a part of it.

Personality Traits: T'chazzar is hard to pin down; he plays different personality roles depending on needs at the time. His usual "face" is a sneering, angry drow who despises his place as a servant but still considers himself better than non-drow. Depending on the circumstances, he might pretend to be somewhat dim-witted (with this as an "obvious" reason why he was sold off as a servant-guard), and he may pretend to be greedy and vain. His true colors are more subdued; he is a strategic thinker who looks at long-term change to effect and then seeks out ways to build the kinds of social connections necessary to work that sort of change, but also pragmatic in recognizing that sometimes you may need to give ground now to gain a better position for seizing ground later.
T'chazzar is a bit more morally flexible than most paladins (as a gray paladin), but still committed to the cause of mutual good and a just society. He simply recognizes that this is not a practical position as a minority in an autocratic or tyrannical society like that of the Darklands or Cheliax.
T'chazzar enjoys eating mushrooms and likes lizard, fowl, and snake. He greatly enjoys fruit but it is too sweet for him to have more than a small amount at one sitting. He finds the texture of beef odd. He dislikes dogs and is indifferent about vermin. He favors subdued colors that do not draw attention.