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Tiryin Vonnarc

Zendross Zil'Doren's page

25 posts. Alias of Dark Netwerk.


About Zendross Zil'Doren

Male high elf Dread 1
LE Medium humanoid
Init +5 ; Senses Perception +

==DEFENSE==
AC , touch , flat-footed (+ armor, +3 dex)
hp 9 (8 +1 favored class)
Fort +0, Ref +5, Will +4

==OFFENSE==
Spd 30 ft/x5

Melee Devastating Touch +3 1d6+1 20/x2 (Touch Attack)
Melee

Ranged

SA

Spell-Like Abilities (CL 1st)
• 1/day—dream

==STATISTICS==
Str 10, Dex 16, Con 10, Int 13, Wis 14, Cha 15
Base Atk +0, CMB +3 (+0 BAB, +3 Dex{WF}), CMD 13 (10, +0 BAB, +0 Str, +3 Dex)
Skills Acrobatics +7, Appraise* +1, Autohypnosis +6, Bluff* +2 {+12 conceal thoughts}, Climb* +0, Craft* () +1, Diplomacy* +2, Disguise* +2, Escape Artist* +3, Fly* +3, Heal* +2, Intimidate +7, Perception +6, Perform* () +2, Ride* +3, Sense Motive +6, Spellcraft +5, Stealth +7, Survival* +2, Swim* +0
* untrained

Skill Ranks:
Dread: 7 (6 class +1 INT per level)
Acrobatics 1, Autohypnosis 1, Intimidate 1, Perception 1, Sense Motive 1, Spellcraft 1, Stealth 1

Languages Common, Elven
SQ

Power Points per day: 2 (1 class +1 cha)
Powers Known (DC 12 +power level)
0th (2): Conceal Thoughts, Empathy
1st (1): Slumber (DC 14)

Equipment:

Combat Gear

Other Gear

Encumbrance Light Load ( of 33 lbs)
Funds 105 gp
(+661?)


Class Abilities:

• DEVASTATING TOUCH (Su): A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.
• FEARSOME INSIGHT (Ex) (+1): The dread's connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).

Feats:

• RUN (General): When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
• WEAPON FINESSE (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Race Abilities:

• DREAMSPEAKER: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces the elven immunities racial trait.
• FLEET-FOOTED: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
• SILENT HUNTER: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

10 Minute Questions:

Five background and concept elements important to Zendross
1) Zendross was born in a Vekesh enclave in Elfaivar. Showing promise at a young age, he began his training under the Vekesh mystics and skyseers.
2) Zendross' mother was abducted by foreign mecenaries. The loss of any high elf woman can be devastating to the community, but for Zendross it was particularly hard as they had been very close.
3) Consumed by his emotions of sorrow and loss, Zendross began to withdraw into the Dreaming. A small ember of anger burned within him though and his outrage grew and drew him to the Bleak Gate where he touched upon the darkness dwelling there. Somehow, he was able to pull himself away and return to the land but, having touched the other side of the veil, continued to have a connection, particularly to the nigtmares.
4) Although the mystics go out in the world to find and punish the transgressors and spy on nearby lands, Zendross was deemed to be too ruthless in his actions. He was sent away from the conclave due to the incompatibility of his thirst for vengeance and the Vekesh philosophy.
5) Zendross' search for any clue regarding his mother has been futile to date. He ended up in Risur, having lost his way and again falling into sorrow and loss. He lived like an automaton until he ran into a family being accosted by thugs. He barely registered the event until after the father was killed and the mother screamed. This reignited his rage and he came to their assistance, fending off the remaining thugs. He stayed with the mother and her teen son for several years, helping to keep the family business afloat until the son was able to take over. After this, he was able to put his life back in order, and decided to join the R.H.C. in hopes of learning different investigative skills and using their resources to attain further information.

Two goals that are important to Zendross
1) {player} Improve martial skills and fuse martial and nightmares into a more effective form. So dip into Monk (unsure on the archetype, but martial artist works; MoMS gets the style faster but I don't feel a need to rush it) for a few levels and grab the Broken Dreams Style line of feats.
2) {Zendross} Learn different investigative skills and use R.H.C. resources to find/rescue mother (which is his ultimate goal).

Two secrets about Zendross, one that he knows, and one that he not yet aware of
1) Zendross puts on the facade of heroism and kindness in front of the Reynolds and his friends. He actually tracked down some of the thugs over the years and cruelly beat them down, using their nightmares to torture them into death. He began this to find more information but has forgone that just to attain the feeling of a poor substitute for vengeance that he has yet to experience related to his own mother.
2) {unknown} After a hundred years, Zendross' mother has finally escaped her captors on her own but has no desire to return to the enclave. (Perhaps Hana "Gale" Soliogn if it doesn't interfere with the adventure?)
3) {unknown+} Something or someone, with an unknown purpose, was involved in returning from the Bleak Gate.

Four people that are tied to Zendross, three are friends and one is an enemy
1) Alia Reynolds: Zendross saved Alia and her son ten years ago from thugs that had just killed her husband. Having helped keep the family together and solvent over the following years, they became very close and are occasional lovers.
2) Wil Reynolds: The son of Alia, he now runs the family business. Zendross was able to keep it afloat in the intervening years, but Wil was able to make it thrive again. They are friends and Will has been developing contacts in other areas involved in mercenaries and the slave trade in order to help Zendross find out more information about his mother and her abduction.
3) Bram Feilding: A recently retired detective on the R.H.C. He was the detective assigned to the case when the Reynolds incident occurred. He became friends with Zendross over time as they talked about the case. He even shared his findings with Zendross over the years. He knew there was someone behind it all but unfortunately, the case was never closed, as it seems the thugs (some of whom had moved on to live normal lives) had gone missing or turned up dead over the years. He approves of Zendross' joining the R.H.C. and put in a good word for him.
4) {enemy} Tark "the Shark" Middleton: The man behind the attack on the Reynolds family. His intent was to have them all killed in what looked to be an attack by thugs and then buy out their business and lands in order to spread his own burgeoning criminal empire. Although he was able to work around the failure of his plan, he still remembers the person who thwarted his plans. Despite Zendross' history of tracking down those he hired, he hasn't done anything against him or the Reynolds since. He was able to keep his involvement a secret even from those involved. Still he remembers the slight and is playing the long game.

Three memories, mannerisms or quirks Zendross possess
1) Zendross wears a silk sash around his waist. This was his Mother's shawl, the only thing that remained behind upon her abduction.
2) Zendross wears a gold ring, as a symbol of his pseudo-exile from the enclave and as a reminder of the lost history of the high elves.
3) When Zendross is not focused on a goal (or when a singular goal has taken a very long time) he becomes listless and seems to pull away from reality, an automaton. Although it has been years since it has been that bad, he still has a tendency to "zone out" when not in the moment.


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