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Haiten Bhaq

Zerazin's page

27 posts. Alias of pH unbalanced.


Full Name

Zerazin

Race

Human (w/Fetchling ancestry)

Gender

Female

Size

M

Age

25

Alignment

LN

Deity

Aboletta

Location

Magnimar

Languages

Common, Aklo, Nidalese, Varisian

Occupation

Explorer

Strength 14
Dexterity 14
Constitution 11
Intelligence 17
Wisdom 12
Charisma 10

About Zerazin

GENERAL:
Female Fetchling (Staff) Magus 1
LN Medium Human
Init: +2; Perception +5 (+7 in Low Light)
Languages: Common, Aklo, Nidalese, Varisian
Str 14, Dex 14, Con 11, Int 17, Wis 12, Cha 10

BOOKKEEPING:

Feats: Quarterstaff Mastery (Bonus from Staff Magus), Combat Expertise (Lvl 1), Improved Trip (Bonus)
Traits: Underbridge Dweller
Favored Class: Magus (+1 Skill)
Skills Purchased: 1 Rank each in Acrobatics, Diplomacy, Know: History, Perception, Profession: Merchant, Spellcraft, & Stealth,)
Spells Known: 0th Level x all, 1st Level x6
Spells per Day: 0 Level x4, 1st Level x2

COMBAT INFO:

DEFENSE

AC:15, Touch 12, Flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +2
CMD 14
Cold Resistance 5, Electricity Resistance 5

OFFENSE

BAB +0; CMB +2;
Spd 30 ft.

Melee Weapons:
Quarterstaff (1H)+2 (1d6+2/x2)
Quarterstaff (2H Single)+2 (1d6+3/x2)
Quarterstaff (2H Double)-2/-6 (1d6+2/1d6+1/x2)

EQUIPMENT:

Worn:Studded Leather Armor

In Hand:Quarterstaff

Backpack:
Bedroll
Blanket
Mess Kit
50' Silk Rope
5 days Trail Rations
Waterskin
Whetstone

Satchel:
Journal
Scrivener's Kit
Spellbook

Belt:
Spell Component Pouch
Vial of Impact Foam

Large Belt Pouch:
Hair Dye
Nail Polish
Grooming Kit
Flint & Steel
Shaving Kit

Small Belt Pouch:
25gp
20sp
50cp

SKILLS:

Acrobatics: +2*
Appraise: +3
Bluff: +1
Climb: +1*
Craft(any) +3
Diplomacy: +1
Escape Artist: +1*
Fly: +1*
Heal: +1
Knowledge: History: +4
Perception: +5 (Low Light +7)
Profession: Merchant: +5
Ride: +1
Sense Motive: +1
Spellcraft: +7
Stealth: +2*
Survival: +1
Swim: +1*

*includes -1 Armor Check Penalty

SPELLS IN 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:
Color Spray
Corrosive Touch
Expeditious Retreat
Illusion of Calm
Magic Missle
Shock Shield

SPELLS MEMORIZED:

Level 0:
Detect Magic
Flare
Mage Hand
Prestidigitation

Level 1:
Color Spray
Expeditious Retreat

SPECIAL ABILITIES:

Arcane Pool
4 pts/day

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
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.

HUMAN ABILITIES

Bonus Feat:Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

TRAITS & FEATS

Blank for Future Faction Trait:
Underbridge Dweller: You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Quarterstaff Mastery: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

BACKGROUND:
Zerazin returned from the Plane of Shadow at sunset, the intense oranges and reds painting the sky presenting her with more color in five seconds than she had seen in the previous four years. She gaped at it in wonder until the sun disappeared and the stars came out. Then she entered her parents' house, a modest shop of extraordinary goods in the Underbridge of Magnimar, where the local kayal families felt most at home.

Zerazin's dreams had always been of exploration, and understanding the secrets locked within the monuments of stone scattered throughout Varisia. Her parents knew the value such knowledge could bring, and encouraged her to develop her talents and become a treasure hunter. So they sacrificed and paid much to send her to one of the prestigious Shadow Academies back in their homeland.

When she entered, Zerazin's father froze, then he wrapped his arms around her tightly."My dear girl! I almost didn't recognize you. For a moment I thought you Grandmother Crow."

Which wasn't surprising. The Empyreal Lords were not well-regarded in Shadow, and Zerazin's veneration of Aboletta had been a matter of much scorn. Soon after she arrived, her instructors had presented her with a willow staff and told her it was the only weapon she was be allowed until she publicly denounced the Empyreals as 'pretender gods'. Too stubborn for her own good, Zerazin refused, and spent her entire time in Shadow using that one weapon. But she passed every test put to her with no more than that simple staff.

"Where's Mother?" Zerazin asked. "I thought she'd be here. I thought she'd be happy to see me."

"She's away. On business. In Shadow." Her father looked down uncomfortably. "We had debts. Much more than we expected. So..." He shrugged.

When Zerazin had been accepted to the Academy, her parents had told her not to worry about the cost, because they would take care of it. It appeared she needed to worry about it after all.

"Is it money? Do they need money? Because I can get that." Zerazin shook her head in exasperation. "I'd hoped to spend some time in Magnimar. I've missed you. I've missed home. But if money is what we need, I know how to start earning it." She gave her father one last hug, then pulled away. "It's time to join the Pathfinders."


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