Gadak Simiryin

Zesaste Torath's page

33 posts. Alias of Alexander Kilcoyne.


Full Name

Zesaste Torath

Race

Dunmer

Classes/Levels

Magus 1 (Archetypes- Black Blade, Kensai)

Gender

Male

Size

Medium

Age

32

Special Abilities

Command Undead 1/1, Arcane Pool 3/5

Alignment

CN

Deity

The Nine

Location

Cyrodil

Languages

Common, Dunmer, High Elf, Orc, Bosmer, Argonian

Occupation

Spellsword and part-time Mercenary

Strength 18
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 10
Charisma 5

About Zesaste Torath

Vital Statistics:

Name: Zesaste Torath
Race: Dunmer
Gender: Male
Age: 32
Homeland: Morrowind
Height: 6"1
Base Weight: 150 lbs
Size: Medium
Hair: White
Eyes: Red
Favoured Class: Magus
Levels: Magus 1
XP- 0
Alignment: CN (Chaotic Neutral)
Deity: The Nine
Starting Gold: 140gp
Languages: Common, Dunmer, High Elf, Orc, Bosmer, Imperial

Ability Scores

Strength- 18 (+4)
Dexterity- 12 (+1)
Constitution- 12 (+1)
Intelligence- 18 (+4)
Wisdom- 10 (+0)
Charisma- 5 (-3)


HP, Speed & Initiative:

Max HP: 10
Current HP: 10
Death Value: -12
Speed: 30 feet
Initiative: +1

Skills, Feats, Traits, Racial & Class Features:

Class skills: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Armour Check Penalty: 0
Arcane Spell Failure- 0%

Skill Modifiers (trained):
Climb- +8 (+1 rank, +3 class skill, +4 strength)
Knowledge (Arcana)- +8 (+1 rank, +3 class skill, +4 intelligence)
Knowledge (Planes)- +8 (+1 rank, +3 class skill, +4 intelligence)
Perception- +1 (+1 rank, +0 wisdom)
Spellcraft- +8 (+1 rank, +3 class skill, +4 intelligence)
Swim- +8 (+1 rank, +3 class skill, +4 strength)
Use Magic Device +1 (+1 rank, +3 class skill, -3 charisma)

Class Features:

Weapon Proficiency (Simple, Falcata)
Spells (diminished spellcasting)
Canny Defence- Add int modifier to AC, up to Magus level max.
Weapon Focus (Falcata)

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates 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. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Racial Features:

Resist Fire 10
Elven magic (+2 CL to overcome SR, +2 spellcraft identify magic items)
Pyromaniac (treated as 1 lvl higher when casting fire spells)
Spell like ability – Command Undead- 1/day (based off charisma?)

Feats:
Desperate Battler- +1 to attack and damage when no ally is within ten feet.

Traits:

Heirloom Weapon (Bonus to AOO's)- Falcata, Szortel. Intended to become Zesaste's 'black blade'.

Indomitable Faith- Representing Zesaste's family worshipping the Nine in Morrowind despite the hardship it brought them. +1 trait bonus to will saves.

Offence:

BAB: +0
CMB: +4 (+0 BAB, +4 Strength)

Common Attack Rolls-

Szortel- +5 attack, 1d8+4 damage (1d8+6 two handed), 19-20x3

(+1 on AOO's)

Dagger (kept in spring loaded wrist sheath)- +4 attack, 1d4+4 damage, 19-20x2

Defence:

AC: 12 (+1 armour, +1 dexterity )
AC with weapon in hand (Canny Defence): 13 (+1 armour, +1 dexterity, +1 intelligence)
Flat-Footed: 11 (+1 armour)
Touch: 11 (+1 dexterity)
Touch with weapon in hand (Canny Defence): 12 (+1 dexterity, +1 intelligence)
CMD: 15 (+0 BAB, +4 Strength, +1 Dexterity)
CMD with weapon in hand (Canny Defence)- 16 (+0 BAB, +4 Strength, +1 Dexterity, +1 Intelligence)

Fort: +3 (+2 Base, +1 Constitution)
Reflex: +1 (+0 Base, +1 Dexterity)
Will: +3 (+2 Base, +0 Wisdom, +1 Trait)

Resist Fire 10 (Racial)

Equipment:

Traveller's Outfit (free)
Silk Ceremonial Armour- 30GP
Heirloom Falacta named Szortel- 18GP
Backpack- 2GP
Spring Loaded Wrist Sheath- 5GP
Spell Component Pouch- 5GP
Spellbook- 15GP
One potion of cure light wounds.

Cash-

Spell Slots & Prepared Spells Area:

DC's- 14 + Level

Level 0- Dancing Lights, Daze
Level 1- Shield

Spellbook:

Level 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

Level 1- Burning Hands, Color Spray, Corrosive Touch, Enlarge Person, Magic Missile, Shield, Shocking Grasp.

Backstory & Personality:

The Dunmer family known as the Torath have always been exiles and black sheep within the families, clans and intricate communities of Morrowind. They were converted to the worship of the Nine Divines by a traveller long before the Imperials ever truly came to Morrowind in force- and the traditional Tribunal and Azura worshipping Dunmer looked down on them at best and persecuted them at worst.

They plied their trade as wandering gypsies and Zesaste grew up used to travelling and never truly settling in one place. They were also capable warriors, as religious differences often turned hostile. Zesaste knew both of his parents were mercenaries in a former life and his father in particular seemed to have a shady past as a spellsword- Zesaste grew up being taught of both weapons and magic and was always fascinated with the blade that was granted to him when his father felt he had 'become a man'- an ancient and heavy blade that his father reverently called Szortel. He used to tell Zesaste stories of the blade's exploits in the hands of many family heroes, claiming that it was magical. Being a savvy youth, Zesaste was sure that the blade was not of sufficient craftsmanship to bear magical enhancements and he had lovingly restored its mundane edge to sharpness many times with a whetstone; when he pointed out his reasoning his father would only smile a soft smile and make nothing more of it.

Having saved several hundred septims, his mother and father decided to send Zesaste to Cyrodil at great expense; so he could escape the life they led of wanderers and unwelcome travellers. Zesaste reluctantly agreed on the condition they would follow and meet him on the next ship they could secure passage on. However, the same night he was to board the ship, the local community of the port were roused into a bloodthirsty mob by a particularily zealous member of the Tribunal's clergy; his family had to fight for their lives and though they barely prevailed, his parents were badly wounded and a second wave of zealots were fast approaching. His father forced him to leave and make for the ship, telling him that he and his mother would be all right; Zesaste is still not sure of their fate but he has been in Cyrodil for over a year now and has heard nothing, and thus is beginning to fear the worst.

Zesaste is supremely confident in his own abilities and very suspicious of everyone he meets. He has worked as a mercenary for the past several months, fighting for whoever can pay him the most coin at the time.

Zesaste has always struggled with the doctrines of the Nine, especially as their presence in Morrowind was limited. He is often torn between his own moral compass and the teachings his family taught him and at the moment its not clear which will win out; his free spirit or the doctrine that weighs heavily on him.

Having been employed in some of the early skirmishes, Zesaste wreaked havoc against the Argonian mercenaries. Using some of the magic he had learnt, he made himself the size of a giant in order to cut apart more foes with his fine blade- and was promptly hit by a hail of javelins in response, his last memory two of them sticking out of his chest and collapsing to the ground.

Spare: