Zanos has shoulder length brown hair with a short, well-trimmed beard.
Zanos traveled the world with his mother, Aria, for as long as he can remember. She was an explorer and treasure hunter, and the young boy learned under her tutelage. While they wandered all over the Inner Sea, Osirion was Aria's (and by extension, Zanos') favorite location.
As time wore on, Zanos developed his arcane abilities, and became more of a help to his mother, instead of just a tag-along. They worked well as a team, spending more and more time "in the field", so to speak. Then Aria became obsessed with ancient Osirion ruins. She would visit libraries to pour over records, spend time in the marketplaces listening to rumors, and went anywhere that might hold a clue to finding such sites. Eventually, Aria joined the Osirion Lodge of the Pathfinder Society for the extra contacts and resources provided.
During one such excavation, Aria contracted a fatal disease. Without his mother, Zanos (not the most sociable of individuals due to his unusual upbringing) clung to his connection in the Osirion Lodge for support. After working on a few assignments, Zanos received an invitation from Venture-Captain Norden Balentii for a new mission. When he arrived, he discovered that an associate, Meriui, was also present.
"As to the symbols... We burned off the early ones, but we didn't take the curse seriously, not until it was too late. They... each resembled a strange symbol, or rune inside a circle. The first was a double-ended arrow flanked by two arcing lines. The second was an unblinking eye, and the third a pyramid above a half circle. Raegos continues his slow responses, dredging his memory for the information you seek. "The fourth is anyone's guess... Imivus said that they were the Pharaoh's symbols for subjugation, desert, and fealty."
Groups' Bearers are Jini and Melaku.
Illec Carast is the Crook Bearer's man.
Bonus Feat (Combat Casting): Humans select one extra feat at 1st level.
Favored Class Bonus (Sorcerer): Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. (Source: APG)
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. (Source: APG)
Tomb Raider (Perception): You've spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 trait bonus on Perception and Kn-Dungeoneering checks, and one of these skills (Perception) becomes a class skill for you. (Source: Guide to PFS Organized Play)
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Cosmopolitan (Kn-Planes, Kn-Religion): You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Source: APG)
Elemental Spell (Cold): Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Expanded Arcana (comprehend languages, feather fall): Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class's spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
Favored Class (Sorcerer): + 1 skill rank per level of Sorcerer.
Arcane Bolt (Sp, 7 bolts/day): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This bloodline power replaces arcane bond. (Source: UM)
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. (Source: UM)
Bloodline Skill (Kn-Dungeoneering)
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Wildblooded (Sage, Mutated Arcane Bloodline): A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded sorcerer, select an existing bloodline, then select one of the mutated bloodlines associated with that bloodline. Use the normal bloodline's class skill, bonus spells, and bonus feats, and the mutated bloodline's bloodline arcana. Use the normal bloodline's bloodline powers, except when the mutated bloodline replaces one of those powers. (Source: UM)
Cloak of Resistance +2 (1 lb)
Handy Haversack (5 lb)
Mnemonic Vestment (1 lb; 1/day a spontaneous caster may use a spell slot to cast a spell from a written source (scroll/spellbook w/out consuming the source), as long as the spell is on his spell list. Source: UE)
Ring of Protection +1 Wayfinder (1 lb; Source: Inner Sea World Guide)
After Zanos acquired his mnemonic vestment during one of his ventures, he commissioned his own "spellbook" from a fellow Pathfinder named Oublian who happened to be a wizard. Oublian, who works at the Sothis Lodge, has occasionally added new spells to Zanos' spellbook.