Azmur Kell

Xanderfel Drez's page

33 posts. Organized Play character for Something Wicked.


Full Name

Xanderfel Drez

Race

| Spells 2nd 2/2 1st 3/3

Gender

Male Dwarf Witch 3 | HP 20/20 | AC 10 T 10 FF 10 | Fort +2 Ref +1 Will +4* | Init +6 Perc +3*

Age

38

Alignment

Neutral

Deity

N/A

Location

Absalom

Languages

Common, Dwarven, Goblin, Shoanti, Varisian Vudrani

Strength 10
Dexterity 10
Constitution 13
Intelligence 18
Wisdom 12
Charisma 10

About Xanderfel Drez

Pathfinder Society Info:

PFS #: 76849-4
Faction: Dark Archive
Experience: 6
Prestige: 8
Fame: 9
Wealth: 299pp 0gp
Day Job: N/A
Chronicle Sheets:
Special Master of the Fallen Fortress (1 XP) 7-5-14
Scenario #5-08 The Confirmation (1 XP) 8-8-14
Scenario #2-13 Murder on the Throaty Mermaid (1 XP) 8-28-14
Scenario #7-12 The Twisted Circle (1 XP) 10-21-16
Scenario #8-00 The Cosmic Captive (1 XP) 10-21-16
Scenario #06-05 Slave Ships of Absalom (1 XP) 5-4-17

Xanderfel Drez
Male Dwarf Witch 3
N Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
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Defense
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AC 10, touch 10, flat-footed 10
hp 20 (3d6+6)
Fort +2, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hatred, hexes (evil eye, fortune, healing, ward)
Witch Spells Prepared (CL 3rd; concentration +9)
. . 2nd
cure moderate wounds
glitterdust (DC 16)
. . 1st
burning hands (DC 15)
cure light wounds
enlarge person (DC 15)
. . 0 (at will)
dancing lights
detect magic
guidance
stabilize
. . Witch Familiar Stored Spells:
1st: aphasia, burning hands, charm person, comprehend languages, cure light wounds, enlarge person, faerie fire, mount, obscuring mist, sleep
. . Patron Stars
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Statistics
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Str 10, Dex 10, Con 13, Int 18, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Extra Hex[APG], Extra Hex[APG]
Traits focused mind, reactionary
Skills
Acrobatics +0 (-4 to jump)
Appraise +4 (+6 to assess nonmagical metals or gemstones)
Bluff +0
Climb +0
Diplomacy +0
Disable Device ----
Escape Artist +0
Fly +5
Handle Animal ----
Heal +6
Intimidate +4
Knowledge (arcana) +10
Knowledge (history) +9
Knowledge (nature) +10
Knowledge (planes) +10
Linguistics ----
Perception +1 [+3] (+3 [+5] to notice unusual stonework)
Ride +0
Sense Motive +1
Sleight of Hand ----
Spellcraft +8
Stealth +0
Survival +1
Swim +0
Use Magic Device +4
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Shoanti, Varisian, Vudrani
SQ witch's familiar (scorpion, greensting named Kismet)
Combat Gear
wand of mage armor (49 charges)
Other Gear
crossbow bolts (11)
light crossbow
backpack
bedroll
belt pouch
candle (10)
chalk (10)
flint and steel
ink
inkpen
mess kit[UE]
pot
soap
spell component pouch
torch (10)
trail rations (5)
waterskin
wrist sheath, spring loaded
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

_________

Kismet
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 7 (1d8)
Fort +2, Ref +3, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Stealthy, Weapon Finesse
[b]Tricks
Attack, Come, Down, Fetch, Seek, Stay
Skills Appraise -1, Climb +7, Escape Artist +5, Fly +11, Heal +1, Intimidate -3, Linguistics -1, Perception +8, Spellcraft -1, Stealth +21, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ attack, come, down, fetch, improved evasion, seek, stay
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

Physical Description:

A wide-brim stockman hat tipped with a blue feather quill bumbles across the room. In its shadow lurks a thick but well-kept beard of light brown. A dwarf. Ruddy cheeks and hazel eyes peer curiously, and the a wide-toothed, if lopsided grin dangles precariously from his jaw. A wooden pipe, empty, is grasped between his teeth. With a twinkle in his eye, he raises a pudgy finger to touch the tip of his cap in greeting.

Background:

Xanderfel ("Xan") grew up within the twisted subterranean chambers of Janderhoff, one of the great Sky Citadels that serve as a reminder of the glories of dwarven architecture and engineering at their peek. These traditions were all but lost on poor Xan, who was inexplicably drawn to books and star charts rather than smiths and mines. His parents lamented what they saw as a mild perversion in the young dwarf, but over the years grew to accept his interest in the heavens and the strange wanderlust that drew him to the surface. A friendly and trusting dwarf, Xan made many friends on these minor excursions, including Kismet, the tiny scorpion whom he freed from a large spider's web. Kismet sensed something unusual about Xan, and the two decided it must be fate. from then on they were inseparable, with Kismet usually taking up residence beneath Xan's wide-brimmed hat. And while many found it disconcerting to see a scorpion nestled in a dwarf's hair, the two found that this arrangement worked perfectly. His parents merely sighed, shook their heads, and added it to the list of Xan's eccentricities.

On his 38th birthday, the eve of his transition into manhood, Xan decided to Leave Janderhoff behind. For a while. He had heard great tales of the Pathfinder Society and even greater tales of the City at the Center of the World. His parents, who had come to accept Xan's inability to conform to Dwarven city life, supported his pursuit of an adventuring career. So with a backpack filled with his mother's baked goods, and a coin purse filled with his father's coin, he set off for Absalom, searching for his purpose in the world or, perhaps, among the stars.