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PHYSICALITY
Description
Racial Appearance A feline that looks like a furry human with the head of a cat. It has short fur which is soft to the touch and ranges in color from light grey towhite. This feline appears to have a build of a human while wearing clothing that one might associate with a traveler from a forum land like that of a desert. Its eyes are not like that of cats, instead of having vertical pupils this feline appears to have more in common with humans. The irises of this cat are amber in color Fur: Light grey in some areas but has dark splotches.
Eyes: Amber eyes.
Build: Thin but do not think that there is no muscle under those robes he wears. Ra’Zahr before he took up the word of his goddess that he serves now was once a very proud warrior who used to wield his sword and claws in the name of his Suzerain.
Height: The feline cleric stands about 5’11” tall. He loves to tell people he is six foot however.
Weight: Out of all his people one would imagine that like the rest of them he would begin to slowly add on the pounds however Ra’Zahr has kept his weight at a balanced 210 pounds.
Voice:
Handed: This feline appears to favor his right hand more than anything else.
Body Markings: None in the way of disease or old age. Ra’Zahr has traveled far and for his final blessing he was only left with what he brought to his faith and nothing more.
Scar Tissue: A lone scar runs up his left arm when he was captured during a time a war. He was tortured for seven days and left without water for 12.
Unique Body Features: Nothing that one would consider important.
Name Ra’Zahr
Nickname Sliver
Title Ra’Zahr of the Desert or Ra’Zahr of the Saints Favor.
Race Rakasta
Visual Age Appears to be roughly around 31 years of age.
Factual Age Actually is 47 years old.
Gender Male.
Sexual OrientationBisexual. Never know when you’re going to find love out there.
Mage, Clerical, Soldier Ranking. Initiate of the High Arts. Keeper of the heavenly scrolls of Saint Ileseum. And Gunnery Sergeant of his eminences grace.
Class Cleric5/wizard4
Specialization Many wizards choose to take a specific path to power and yet Ra’Zahr has chosen to be a generalist.
MENTALITY
Personality
Quirks Ra’Zahr can be found talking to himself discussing as to what he should do next. For those that actually hear what he is muttering at times they would find that his inward conversations are not one sided in nature but it is as if he was speaking to the saints themselves who had brought his people to their promised land.
Moral Alignment Lawful Good.
Virtue/Creed I am sworn to do my duty as a priest of Kath, the soul divine figure in my constant struggles, and to the many saints who fill our grounds honored hall of the dead so that their teachings can be spoken time and time again. I will not suffer the threat of creatures who are abomination in the light of our sun for they must be purged from this realm at all costs as to protect the well being of those around us, be it friend or foe. Among all other things I must spread the teachings of Kath so that through his wisdom others may see his greatness and then onto my own.
Motivation To read onto the ignorant masses of the worlds my people travel from the scrolls of our honored dead. I hope that maybe my being in their presence will help them find their true passions of the world as Kath himself has commanded us.
Fears To lose all connection to Kath and to find only silence and darkness outside of the warmth of the sun.
Goal To be able to live in harmony with those around me to the best of my abilities.
Likes Cooking of course, besides the constant religious contemplation and meditation a cat has got to eat. In a list of other things I am quite fond of good conversation and drink while we are at it but exercises and training are also perfect in my eyes.
Dislikes Those who would throw what they were working on down, unless of course it was for a legitimate reason, and those who do not even try. This also goes for creatures of the shadow as they tend to hide in plain sight, and even other vile monsters.
ARMAMENT
Head
Neck Sapphire of Creation: This amulet that sits around Ra’Zahr’s neck was given to him by his father who was on his death bed. The elder Rakasta simply looked at his son when he heard of Ra’Zahr’s choice to join the war against the Suzerains enemies only uttered these words before passing, “Son, take this and let it serve you well, the amulet I give onto you was blessed by the first priest within our families line and it has saved many of our warriors in times of great need. Utter the words of Creation and you shall be blessed with bountiful health and luck.” Ever sense that day Ra’Zahr has worn his father’s amulet and when he required the help of the divines he has received a boon of health and vitality as well as the victory needed to live for another day.
Chest Robes of the Scroll Keepers: These robes are made from a light weight material harvested from the large desert spiders silk whilst they sleep. Soft to the touch and with very little weight these robes provide the priest with durable clothes for their works. More in particular is that these robes are only worn by the priests themselves when giving sermons or actively reading the scrolls of the twenty five saints of the Rakasta peoples. There is nothing special about the robes themselves other than the light weight material but it does show itself as something of a badge of office.
BackSitting upon his back strapped by a cord of leather sits his father’s sword that remained within its scabbard ever sense the wars of Ra’ Zahr’s past. The metal for the blade was considered to be a sacred gift as there were no metal smiths competent enough to create such a wonder due to all of the tools being used were of glass in origin. The sword itself was named ‘Grimserver’ and Ra’Zahr considers it an artifact due to its use. It did have an accompanying shield at one time but it was sundered during those times of war and so only this and the armor remains.
Arm/Shoulder Minor Sash of the Arcane Office: Within the ranks of priests that read the scrolls of the honored dead those who take up the arts of the arcane are offered the right to know more of what goes on and are tasked with keeping all things that need not leave within and keeping those who need not go in out. The sash itself when worn gives the mage or cleric the ability to see things as they are. This even works for those clerics who have become blind as it allows those who wear it magical sight.
Right Hand Theirans Light: Not all of the saints were Rakasta in nature, many were elven and other of the many of races, few of the saints are as revered as St. Theiran as she single handily removed a plague from the former city walls and healed the sick and injured. This Staff depicts the Rakasta’s elven hero in all her glory as she became the champion of Koth, taking on his aspects of his healing light. The scrolls when consulted on her life reveal that she also brought water to the land for the catfolk to drink from and aided all when the season of farming was upon them. The staff constantly emits an aura of healing and this is most likely due to the molten sphere that constantly hangs within the center of the sun as it is said that Koth blesses his priests with the tools to heal the sick. This is what a staff of one of Koths Priest would look like, or at least reletivly close to it. http://i1134.photobucket.com/albums/m61 ... 515852.jpg
Left Hand Nothing.
Right Accessory Sitting upon his belt is a satchel that carries a rather unique and interesting item that Ra’ Zahr would weep for if it was ever lost, a deep blue crystal tome that he uses to hold his spells, prayers, and even rituals that he has learned over the years. Besides the massive old tome he carries there is also a spell component pouch that just right behind that and a few little loops for any rods or wands that Ra’Zahr might pick up in the near future.
Left Accessory On the left side of his belt he has several silver chained holy symbols attached to his waist as if they had always been there. Each of the symbols he has represents a saint that he personally follows more closely than the others along with the symbol of Koth himself which is a depiction of the sun with a massive eye sitting within the center.
Waist A simple belt out of all the nifty odds and ends he carries.
LegsA pair of shorts to wear underneath his robes.
Feet Bandages of the Azure Zenith: These rather loose looking bandages that hold a single gem for each foot were picked up from a shaman deep within the jungles that used to border Ra’Zahr old home. The shaman told him that these precious stones were blessed by the moon and the sun so that when they remain firmly planted to the world they will grant the user the strength they need to fight off most adversaries. Needless to say the only thing that these bandages do provides a rather impressive boost to their wearers strength allowing them to fight on.
COMBAT PROWESS
[Perfect] - [Excellent] – [Good] - [Above Average] - [Average] - [Below Average] - [Poor] - [Very Poor]
Combativeness
Hand-to-Hand Combat:
Melee Combat: Average
Armed Combat: Above Average
Magic Combat: Above Average
Mounted Combat: Very Poor
Racial Abilities Average
Natural Talent Average
Rakasta Priest/Wizard: [color=green]
Class Skills
Read Magic: As a wizard the ability to read and write magical formulas is a trained skill that must be acquired through months and years of study. This does not pose a problem for Ra’Zahr as he has taken his time to learn the draconic language well as if it was his first language and has taken the liberties to scribe several scrolls.
Spell Caster:
Spells/Powers
Clerical Spells are based off what the cleric has prayed for beforehand. So an example list of what Ra’Zahr has prayed for would normally be something along these lines but he only gets to choose so many of them.
0-Level Cleric Spells (Orisons)
• Create Water: Creates 2 gallons/level of pure water.
• Cure Minor Wounds: Cures 1 point of damage.
• Detect Magic: Detects spells and magic items within 60 ft.
• Detect Poison: Detects poison in one creature or object.
• Guidance: +1 on one attack roll, saving throw, or skill check.
• Inflict Minor Wounds: Touch attack, 1 point of damage.
• Light: Object shines like a torch.
• Mending: Makes minor repairs on an object.
• Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
• Read Magic: Read scrolls and spellbooks.
• Resistance: Subject gains +1 on saving throws.
• Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
• Bane: Enemies take -1 on attack rolls and saves against fear.
• Bless: Allies gain +1 on attack rolls and saves against fear.
• Bless Water M: Makes holy water.
• Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
• Command: One subject obeys selected command for 1 round.
• Comprehend Languages: You understand all spoken and written languages.
• Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
• Curse Water M: Makes unholy water.
• Deathwatch: Reveals how near death subjects within 30 ft. are.
• Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
• Detect Undead: Reveals undead within 60 ft.
• Divine Favor: You gain +1 per three levels on attack and damage rolls.
• Doom: One subject takes -2 on attack rolls, saves, and checks.
• Endure Elements: Exist comfortably in hot or cold environments.
• Entropic Shield: Ranged attacks against you have 20% miss chance.
• Hide from Undead: Undead can’t perceive one subject/level.
• Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
• Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
• Magic Weapon: Weapon gains +1 bonus.
• Obscuring Mist: Fog surrounds you.
• Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
• Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
• Sanctuary: Opponents can’t attack you, and you can’t attack.
• Shield of Faith: Aura grants +2 or higher deflection bonus.
• Summon Monster I: Calls extraplanar creature to fight for you.
2nd-Level Cleric Spells
• Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
• Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
• Augury M F: Learns whether an action will be good or bad.
• Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
• Bull’s Strength: Subject gains +4 to Str for 1 min./level.
• Calm Emotions: Calms creatures, negating emotion effects.
• Consecrate M: Fills area with positive energy, making undead weaker.
• Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
• Darkness: 20-ft. radius of supernatural shadow.
• Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
• Delay Poison: Stops poison from harming subject for 1 hour/level.
• Desecrate M: Fills area with negative energy, making undead stronger.
• Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
• Enthrall: Captivates all within 100 ft. + 10 ft./level.
• Find Traps: Notice traps as a rogue does.
• Gentle Repose: Preserves one corpse.
• Hold Person: Paralyzes one humanoid for 1 round/level.
• Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
• Make Whole: Repairs an object.
• Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
• Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
• Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
• Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
• Shatter: Sonic vibration damages objects or crystalline creatures.
• Shield Other F: You take half of subject’s damage.
• Silence: Negates sound in 20-ft. radius.
• Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
• Spiritual Weapon: Magic weapon attacks on its own.
• Status: Monitors condition, position of allies.
• Summon Monster II: Calls extraplanar creature to fight for you.
• Undetectable Alignment: Conceals alignment for 24 hours.
• Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
• Animate Dead M: Creates undead skeletons and zombies.
• Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
• Blindness/Deafness: Makes subject blinded or deafened.
• Contagion: Infects subject with chosen disease.
• Continual Flame M: Makes a permanent, heatless torch.
• Create Food and Water: Feeds three humans (or one horse)/level.
• Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
• Daylight: 60-ft. radius of bright light.
• Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
• Dispel Magic: Cancels spells and magical effects.
• Glyph of Warding M: Inscription harms those who pass it.
• Helping Hand: Ghostly hand leads subject to you.
• Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
• Invisibility Purge: Dispels invisibility within 5 ft./level.
• Locate Object: Senses direction toward object (specific or type).
• Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
• Magic Vestment: Armor or shield gains +1 enhancement per four levels.
• Meld into Stone: You and your gear merge with stone.
• Obscure Object: Masks object against scrying.
• Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
• Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
• Remove Blindness/Deafness: Cures normal or magical conditions.
• Remove Curse: Frees object or person from curse.
• Remove Disease: Cures all diseases affecting subject.
• Searing Light: Ray deals 1d8/two levels damage, more against undead.
• Speak with Dead: Corpse answers one question/two levels.
• Stone Shape: Sculpts stone into any shape.
• Summon Monster III: Calls extraplanar creature to fight for you.
• Water Breathing: Subjects can breathe underwater.
• Water Walk: Subject treads on water as if solid.
• Wind Wall: Deflects arrows, smaller creatures, and gases.
This also is somewhat the same as for the levels of wizard that he actually has but instead of prayer he must study for his spells and have the necessary components for each spell he can cast from this list. Wizards themselves can only have so many spells before it fills his or her own spell book so in time a wizard would have to find a way to add another spellbook so that he can continue adding more and more to what he knows or he would just have to find a way to expand or minimize the amount of arcane formula he is adding. An example of some spells that he can cast would be most likely like this.
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
IdentifyM: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Arcane LockM: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic MouthM: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom TrapM: Makes item seem trapped.
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
Tongues: Speak any language.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.
Evoc
Blacklight: 20-ft. radius of darkness.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.
Of course I once again have to state that he can only cast a number of these spells even if he has a good portion of what is listed of his caster level written down.
EQUIPMENT
ItemsBesides those that are already listed Ra’Zahr can be found carrying around a couple of potions if he happens to be carrying around his favorite traveling pack and possible a few other goodies as well. It is not unheard of for the Rakasta to travel from realm to realm and many of them have blended in so well with societies that are not of their own many of the people have always just assumed that they have always have been there.
Memorabilia A tea kettle for one. Brewing teas that cause hallucinogenic visions is not shunned upon by the order of Koth as one of the gods many domains is pleasure, a domain which many of his priests argue over. Along with that pipes of many forms can be found on Ra’Zahr but those are only in his home.
BACKGROUND
Group Affiliation
FactionPriests of Koth
Marital Status Single
RelativesFather: Mar’Harvieth. Ra’Zahr did not know his mother and his sister died before he was even born.
OriginRakasta Battle Cleric.
Social RankPriest.
Occupation Priest and keeper of the scrolls.
Blood Pact None.
Bio/History (Work in Progress)