About Zorlen Karraven
Character Name: Zorlen Karraven
Character Race: Tiefling
Alignment: Chaotic Good
Deity: Desna
Current Moderator:
Adventure:
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Gender: Male
Age: 21
Height: 5' 9"
Weight: 150
Eyes: Brown
Hair: Black
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:
Known Languages
Common, Draconic, Dwarf, Varisian, Infernal
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Strength: 9 (-1)
Dexterity: 16 (5 points, Race +2)
Constitution: 16 (10 points)
Intelligence: 19 (13 points, Race +2)
Wisdom: 14 (5 points)
Charisma: 6 (-2, Race -2)
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Hit Points: 9 (d6+3)
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Armor Class: 14 (Base: 10, Dex +3, Armor +1)
Flatfooted Armor Class : 11
Touch Armor Class: 13
Haramaki: +1 AC
Special Armor Class Notes: None
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Save vs. Fortitude: +3 (Base: +0, Con: +3)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +4 (Base: +2, Wis: +2)
Special Save Notes:
- Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5
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Initiative Modifier: +9 (Dex: +3, Trait: +2, Familiar: +4)
Base Attack Bonus: +0
Melee Attack Bonus: -1
Ranged Attack Bonus: +3
Special Combat Notes: None
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Weapons:
Dagger 1d4 | 19-20/x2 | 10' | P/S
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Skills
Total skill points earned: 7+2/level (2 + Int(4) + Favored Class(1)) +2 Background skills
Wizard's class skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), Spellcraft(Int)
Gained from Trait: Perception(Wis)
Acrobatics: = +3 (Dex 3)
Escape Artist: = +3 (Dex 3)
Heal: = +2 (Wis 2)
Knowledge (arcana): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Knowledge (local): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +8 (Int 4) 1 Ranks +3 [Class Skill]
Perception: = +9 (Wis 2) 1 Ranks +3 [Class Skill] Alertness +2, Trait +1
Ride: = +3 (Dex 3)
Sense Motive: = +5 (Wis 2) 1 Ranks Alertness +2
Spellcraft: = +8 (Int 4) 1 Ranks +3 [Class Skill]
Stealth: = +4 (Dex 3) 1 Ranks
Survival: = +2 (Wis 2)
Background Skills
Appraise: = +8 (Int 4) 1 Ranks +3 [Class Skill]
Artistry: = +4 (Int 4)
Craft (Jewelry): = +4 (Int 4)
Profession(Merchant): = +6 (Wis 2) 1 Ranks +3 [Class Skill]
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Feats & Traits:
1st Level: Spell Focus: Conjuration
Wizard 1st Level Bonus: Scribe Scroll
Traits:
Combat: Reactionary: +2 Initiative
Social: Seeker: +1 on Perception checks and it is a Class Skill
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Race:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
XXXX - Native Outsider: Replaced by Pass for Human
Medium: Tieflings are Medium creatures
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
XXXX - Skilled: Replaced by Fiendish Sprinter
XXXX - Spell-Like Ability: Replaced by Soul Seer
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
XXXX - Fiendish Sorcery: Replaced by Soul Seer
XXXX - Languages: Replaced by Pass for Human
Alternate Racial Traits:
- Pass for Human
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.
- Fiendish Sprinter
Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
- Soul Seer
Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
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Class:
Wizard Pact Wizard (FF)
- Familiar(Ex): A pact wizard must select a familiar for his arcane bond. The familiar’s loyalty ultimately lies with the pact wizard’s patron, and it reports back to the patron on the wizard’s activities. This ability alters arcane bond.
- Pact Focus(Ex): At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can’t pick conjuration as an opposition school. This ability alters arcane school.
- Pact(Ex) Azata: A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.
- Aura(Ex): A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
- Pact Summons(Ex): A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.
- True Form(Ex): At 7th level, a pact wizard’s familiar reveals its true form, automatically transforming into an outsider improved familiar of the chosen subtype.
- Conjuration specialist with the Teleportation sub-school
- Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. This increase is not doubled by Extend Spell.
- Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
- Opposition Schools:
- Enchantment
- Illusion
- Necromancy
Familiar:
Rhamphorhynchus: Bats
Tiny animal
Init +3; Senses low-light vision, scent; Perception +6
Defense
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, Familiar +1 Natural Armor)
hp 5 (1d8) (Half mine)
Fort +2, Ref +7, Will +4
Defensive Abilities: Evasion
Offense
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3–2)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks: sudden swoop
Statistics
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats: Lightning Reflexes
Skills:
- Acrobatics +3 (Dex +3)
- Climb +3 (Dex +3)
- Fly +11 (Dex +3, Good Maneuver +4, Class Skill +3, 1 Rank)
- Perception +6 (Wis +2, Class Skill +3, 1 Rank)
- Stealth +15 (Dex +3, Class Skill +3, 1 Rank, Tiny +8)
Special Abilities
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
Description
Rhamphorhynchuses make excellent familiars for those spellcasters who are looking for quick and nimble minions. Although not dinosaurs themselves, these skittish pterosaurs are often found wheeling in the skies above dinosaur hunting grounds.
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Equipment & Gear:
Explorer's Outfit
Haramaki: 3 GP, 1 lb
Dagger: 2 GP, 1 lb
Backpack: 2GP, 2 lbs: Total: 15 GP, 1 SP, 2 CP - 12.5 lbs
Bedroll: 1 SP, 5 lbs
Trail Rations(2): 1 GP, 2 lbs
Canteen: 2 GP, 1 lb
Ink & Pen: 8 GP 1 SP, -
Parchment(5 sheets): 1 GP, -
Scroll Case: 1 GP, 1/2 lbs
Whetstone: 2 CP, 1 lb
Traveling Spellbook: -, 1 lb
Belt pouch: 1 GP, 1/2 lbs: Total: 21 GP, 2.5 lbs
Acid (2 flasks): 20 GP, 2 lbs - Reagent: +1 dmg with Acid Splash
Spell Component Pouch: 5 GP, 2 lbs
Total weight carried: 19 lbs
Armor: 1 lb
Weapon: 1 lb
Equipment: 17 lbs
Carrying capacity : Light -> 30 lbs, Medium -> 60 lbs, Heavy -> 90 lbs
Starting Gold: 70 GP
Armor: 3 GP
Weapon: 2 GP
Equipment: 41 GP, 1 SP, 2 CP
Remaining Gold: 23 GP, 8 SP, 8 CP
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Movement:
Base Speed: 40 ft.
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Spellbook:
Cantrips:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Breeze: Create a light wind.
Chameleon Scales: Change the color of your skin to something else.
Dancing Lights: Creates torches or other lights.
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 on attack rolls).
Grasp: Retry a Climb check as an immediate action
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Spark: Ignites flammable objects.
Level 1:
- Burning Disarm: Transmutation
- Enlarge Person: Transmutation
- Grease: Conjuration
- Mage Armor: Conjuration
- Magic Missile: Evocation
- Obscuring Mist: Conjuration
- Unseen Servant: Conjuration
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Magic:
Cantrips: (3): Acid Splash, Dancing Lights, Prestidigitation
Level 1: 2 (1 +Int(1) +Conjuration(1))
- Grease
- Obscuring Mist
C- Mage Armor
Save DC: 10 + Spell Level + INT(4)
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Character History :
I'm a little odd for a tiefling. Both of my parents were tieflings, adventurers working with the adventuring company Dawnsilver Strikers from Janderhoff. They were both Witches, which also was strange and hard to understand why a group of dwarves would accept them as members. But, two witches working together proved to be a very powerful addition to the team for the several years that they worked with the group. When Kasidarra realized she was pregnant, she and Molos both decided it was time to retire and set up household. While they were both obvious tieflings, they were also well known by then at Janderhoff. A few of course didn't accept them. But most did, whether or not they actually liked them. When I was born, and it was discovered that I looked fully human, many more accepted us within the community.
I was barely 12 years of age when my familiar arrived. My parents thought that their patron must have accepted me and determined that I was to be a witch like them. They were both surprised when I didn't develop any arcane abilities with the familiar. It wasn't until 4 years later when I happened to see a page in a wizard's book and seemed to understand a little of it that they understood. I could learn magic. They looked through the spoils they had from their years, and found a battered spellbook. Kasidarra remembered when they'd recovered it. They'd faced off against another group, mostly human. There had been a dwarven wizard though, and this had been his book. It wasn't a good book to learn from though and had a number of spells that were higher level. They decided to trade the book for training for me. They asked the wizard with the book I had read from and struck a deal. He was with a traveling group but was willing to take me on as an apprentice and train me for the price of the spellbook and my work for two years....
I returned two years later, a trained wizard. I had my own spellbook, scribed by myself. I didn't have a lot of equipment though. I was physically weak and careful not to overload myself. I had also figured out where my familiar came from. My 'Patron' wasn't any spiritual or extra planar power. She was a Goddess, Desna to be precise. While we'd figured that out, nobody understood why. The best answer we'd figured out was that Desna was whimsical. When I discussed it with my parents Kasidarra just laughed and suggested that I shouldn't look a gift horse in the mouth, but that I should work to deserve the gift. So that is what I do now.
Actually, that is what I want to do. One thing I didn't think to ask my parents for is advice, advice on how to start a career adventuring as a wizard. I did approach a couple of people in Janderhoff that were known as adventurers. They tried to not be insulting, but were clear that they weren't interested in 'babysitting' a beginner. I didn't know any others that had trained, as warriors, rogues, or priests, ready to start.... So, I found a trade caravan to hire on with. I wasn't great with the loading and unloading, but I wasn't lazy like some of the others. It covered my costs, food and some entertainment, and I learned more about the towns and cities in the area. We didn't make it as far as Magnamar, but as far south as Korvosa, and north to Kaer Maga.
We arrived in Diamond Lake with mostly empty wagons, to pick up a load of the output of their mines.