AlzariusCreature 11
Source Pathfinder #210: Whispers in the Dirt
Perception +20 (low light vision)
Languages Common, Dwarven, Elven, Goblin, Halfling
Skills Acrobatics +20, Arcana +19, Deception +24, Diplomacy +22, Intimidation +21, Nature +18, Religion +20, Society +19, Stealth +21
Str +2, Dex +4, Con +0, Int +2, Wis +3, Cha +5
AC 29; Fort +15; Reflex +21; Will +20;
HP 160
Speed 25 feet
Staff
+20 (+15, +10) to hit (magical, two hand d8) 2d4+8 Bludgeoning + 3d6 ColdDagger
+22 (+18, +14) to hit (agile, finesse, magical, versatile s) 2d6 Cold + 2d4+8 PiercingDagger
+22 (+18, +14) to hit (agile, magical, thrown 10, versatile s) 2d4+6 Piercing + 2d6 ColdMasked Lies
As long as Alzarius wears his Razmir mask, it's very difficult to tell if he's lying. All Perception checks to see through his deceptions take a –4 circumstance penalty as a result.
Skilled DiplomatWhenever Alzarius attempts to Make an Impression using Diplomacy, he can attempt his check against the Will DC of up to 50 creatures at once. If he focuses on Making an Impression on just one target, he treats a success as a critical success. Finally, whenever he makes a Request, he can make requests as if the target's attitude toward him was one step better than it is, as long as they aren't hostile.
Frozen BloodlineAlzarius's sorcerous bloodline is tied to the element of water—particularly to its manifestation in the form of ice or snow. When he casts a spell that inflicts cold damage, the target takes an additional 1 cold damage per spell rank.
Quickened Casting
(concentrate, spellshape)Frequency once per day
Effect Alzarius can cast a spell more efficiently. If his next action is to cast a cantrip or a spell up to 4th-rank, he reduces the number of actions it takes to cast it by 1 (minimum 1 action).
Signature SpellsAlzarius can cast Aqueous Orb, Cleanse Affliction, Heal, Howling Blizzard, and Ice Storm at a higher rank by spending a spell slot of that rank.
Snowcaster's LegacyWhen Alzarius inflicts damage with a Strike, he deals an additional 2d6 cold damage as shards of ice and blasts of frozen wind slash and buffet the creature struck.
Primal Spontaneous Spells (DC 32, +24 to hit)
Cantrips (6th Level): Caustic Blast, Detect Magic, Frostbite, Guidance, Light, Stabilize
1st Level (4 slots): Charm, Create Water, Fear, Heal, Hydraulic Push
2nd Level (4 slots): Cleanse Affliction, Darkvision, Dispel Magic, Resist Energy, Status, Water Breathing
3rd Level (4 slots): Aqueous Orb, Feet to Fins, Haste, Slow, Veil of Privacy, Wall of Wind
4th Level (4 slots): Fly, Ice Storm, Mountain Resilience, Unfettered Movement, Vapor Form
5th Level (4 slots): Elemental Form (Water Only), Howling Blizzard, Mariner's Curse, Wall of Ice
6th Level (3 slots): Chain Lightning, Scintillating Safeguard, Truesight
1st Level: Elemental Toss
3rd Level: Elemental Motion
5th Level: Elemental Blast
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ElfA creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.