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Kellek Zaderan's page

280 posts. Alias of Great Green God.

Full Name

Kellek Zaderan


Human (Keleshite/Ulfen)


Wizard (exploiter) 4 | hp 22 | AC 13, T 12, FF 11 | CMD 14 | F +1, R +3, W +5 | Spd 30' | Init +2 | Kn(Arc, Dun, His, Loc, Nat, Pla, Rel) +10, Kn(Others) +8, Perc +6, SensM +6, Scrft +14 | arc reservoir 4/7 | magic missile wand 28/38










Atheist (that is to say that he believes gods exist but considers them all bastards)


Common, Draconic, Elven, Goblin, Kelish, Skald, Thassilonian, Tien, Varisian



Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 13
Charisma 14

About Kellek Zaderan

GM Aid:
If the DC of the ID or knowledge check is something that the wizard's player feels that the wizard might reasonably understand Kellek takes 10 on the check. On multi-tiered knowledge checks where there are multiple levels of knowledge to be gained depending upon the die result--like identifying an unknown species of outsider with a knowledge (planes) check, or understanding the deeper history of an ancient civilization with knowledge (history)), Kellek will opt for the easy overview if he feels he can score the minimum success with a Take 10, figuring he can deduce the rest later. He only rolls if he doesn't expect his basic knowledge to be enough to even puzzle out the basics of the problem (i.e the player, moi, does not realistically think Taking 10 will be enough to even gain the minimum success condition). Kellek accepts offers of things like guidance (grudgingly), and will rarely if ever ask for it because of his views on religion. Currently, he will only seek research help when he is out of other options.

The product of an unhappy political union between a Taldon-sworn Ulfen war-leader and his hostage Keleshite princess, Kellek has grown up resenting his father (though there are rumors that he might not be Kellek's father...) and elder half-brother whom he views as thugs empowered by the royalty, likewise he has no love for northern peoples some of whom mistreated him as a child based upon his unusual looks (often with his father's tacit approval, in order to 'toughen him up'). Instead, he spent most of his time studying the magical traditions of his mother's family, and when he was done with those the traditions and lore of other peoples across Golarion. Naturally gifted, Kellek wanders the world in search of the magic and power that will one day make him master of his own destiny. To this end he has studied the magic of the ancient Thassilonian civilization, and come to Sandpoint to discover ther secrets. He believes that once he attains enough knowledge and power he will be able to right the world's wrongs (as he sees them anyhow).

Kellek favors his mother's appearance being slight of build with delicate features and dusky skin. However his eyes are startlingly cold and blue like his father's. He is pragmatic and driven to achieve his goals.

Kellek Zanderan
Male human (Keleshite/Ulfen) wizard (exploiter) 4
LN Medium humanoid (human)
Init +2; Senses Perception +2
13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 22 (4d6+4)
Fort +1, Ref +3, Will +5
30 ft.
Melee mwk cold iron dagger +3 (1d4/19-20) or
_____ mwk mithril dagger +3 (1d4/19-20) or
_____ dagger +2 (1d4/19-20) or
_____ unarmed strike +2 (1d3 nonlethal)
Ranged dagger +4 (1d4/19-20)
Wizard Spells Prepared (CL 4th; concentration +10)
__ 2ndglitterdust (DC 16), mirror image, web
__ 1stburning hands (DC 15), magic missile, shield, vanish
__ 0 (at will)—detect magic, light, read magic, ray of frost
10, Dex 14, Con 10, Int 18, Wis 13, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Cosmopolitan (Perception, Sense Motive), Fast Learner ARG, Scribe Scroll, Skill Focus (Spellcraft)
Traits focused mind (magic), scholar of the ancients (RotRL)
Drawback power-hungry
Caste Foreign noble (but doesn't advertise that fact--people might treat him differently simply because he is a wizard)
Skills Appraise +5, Bluff +2, Craft (alchemy) +10, Heal +6, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10 (+12 to navigate underground), Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +8, Perception +6, Profession (herbalist) +6, Sense Motive +6, Spellcraft +14, Survival +1 (+3 to avoid becoming lost)

Languages Common, Azlanti, Draconic, Dwarven, Elven, Goblin, Kelish, Skald, Thassilonian, Tien, Varisian
Combat Gear potion of cure light wounds (3), potion of endure elements (2), potion of enlarge person, potion of hide from undead, potion of jump, potion of mage armor (2), potion of reduce person, scroll of alarm (CL 2), scroll of animate rope, scroll of charm person (CL 2), scroll of color spray (CL 2), scroll of comprehend languages, scroll of detect secret doors, scroll of disguise self (CL 2), scroll of grease (CL 2), scroll of sleep (CL 2), scroll of unseen servant, healer's kit; Other Gear haramaki, mwk cold iron dagger, mwk mithril dagger, dagger, bedroll, belt pouch, blotter (0.2 lb), coffee pot UE, everburning torch, hat UE, ink (2), inkpen (2), ioun stone torch (burnt out ioun stone with continual flame cast upon it), journal UE, knife for cutting quills into pens (0.5 lb), masterwork backpack APG, mess kit UE, pen nibs, pigment for making ink (0.2 lb), small ruler (0.1 lb), scroll box UE, spell component pouch, spellbook, sunrods (2), trail rations (3), twine (50') APG, vial, waterskin, 2 gp, spring-loaded wrist sheaths (2, loaded with mwk cold iron and mithril daggers), mother's wayfinder, 16 gp, 8 cp
Tracked Resources

Arcane Reservoir +2 DC or CL (5/day) (Su) - 5/7
Dagger - 1/1
Dagger, mwk cold iron - 1/1
Dagger, mwk mithril - 1/1
Healer's kit - 8/10
Potion of cure light wounds - 3/3
Potion of endure elements - 2/2
Potion of hide from undead - 1/1
Potion of jump - 1/1
Potion of enlarge person - 1/1
Potion of mage armor - 1/2
Potion of reduce person - 1/1
scroll of alarm (CL 2) - 0/1
scroll of animate rope - 0/1
scroll of charm person (CL 2) - 1/1
scroll of color spray (CL 2) - 0/1
scroll of comprehend languages - 2/2
scroll of create pit (CL 4) - 1/1
scroll of detect secret doors - 1/1
scroll of disguise self (CL 2) - 1/1
scroll of glitterdust (CL 4) - 1/1
scroll of grease (CL 2) - 0/1
scroll of minor image (CL 3)* - 1/1
scroll of minor image (CL 4) - 1/1
scroll of obscuring mist (CL 4) - 1/1
scroll of ray of enfeeblement (CL 4) - 1/1
scroll of see invisibility (CL 3)* - 1/1
scroll of see invisibility (CL 4) - 1/1
scroll of sleep* (CL 1) - 1/1
scroll of unseen servant - 1/1
scroll of web (CL 4) - 1/1
scroll of whispering wind (CL 3)* - 1/1
Scroll box A slots - 10/10
Scroll box B (Guiness built) slots - 7/10
Trail rations - 3/3
wand of silent image - 4/5

* indicates recovered scroll.
Special Abilities

Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond.
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Bruising Intellect Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.
Fast Learner Prerequisite: human, Int 13 When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Focused Mind You gain a +2 trait bonus on concentration checks.
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Potent Magic Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Power-hungry You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Scholar of the Ancients Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Spell Focus (evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spellbook Vol. 1 (36/100 pages; 185 gp)
__ 2ndcreate pit (DC 16), glitterdust("Konphehte!" DC 16), scorching ray, web
__ 1stalarm, animate rope (Dyslexicon [dyslexic version of what he wants the rope to do]), charm person (DC 15), color spray ("B'Dasle" DC 15), comprehend languages, disguise self, feather fall (DC 14), grease (DC 15), hydraulic push APG (CMB +7), magic missile ("Jarts"), protection from evil, shield, sleep ("DRA-goh" DC 15), vanish
__ 0acid splash, arcane mark, bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect poison, disrupt undead, drench (DC 14), flare (DC 14), ghost sound (DC 14), light , mage hand, mending, message, open/close (DC 14), prestidigitation, ray of frost (Frēän), read magic, resistance, spark (DC 14), touch of fatigue (DC 14)

Lyrie the Sellspell's Tome (43/100 pgs; 465 gp)
__ 2ndinvisibility, locate object, minor image, mirror image, see invisibility, shatter
__ 1stburning hands, comprehend languages, detect secret doors, floating disk, grease, identify, mage armor, obscuring mist, ray of enfeeblement, sleep
__ 0All CORE Cantrips

Caizarlu's Necromantic Research Journal
The inside is filled with not only inscriptions for the preparation of a variety of spells, but also notes and details on Caizarlu's research.
(Spells included: cause fear, false life, gentle repose, ghoul touch, halt undead, identify, displacement, stinking cloud, vampiric touch, acid arrow, blindness/deafness, command undead, mirror image, chill touch, mage armor, magic missile, obscuring mist, ray of enfeeblement, and all CRB cantrips not in the Abjuration or Enchantment schools.)

Scroll box (Price 5 gp; Weight 1 lb.)This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action. A scroll box has hardness 5, 5 hit points, a break DC of 20. A scroll box is water-tight.

ID'd stuff:
1x ??? vial of blue liquid labeled 'healing' -> Potion of Cure Moderate Wounds
1x ??? vial of light blue liquid -> Potion of Cure Light Wounds
5x ??? different scrolls in a scroll case -> Scrolls of... comprehend languages, minor image, see invisibility, sleep, and whispering wind.
1x ??? elegant wooden wand -> Wand of Magic Missile (38 charges)
1x ??? cloak -> Cloak of Resistance +1
1x ??? dull gray stone, currently glowing with a pale, heat-less flame -> Dull gray Ioun Stone, enchanted with Continual Flame

The Unbottable Kellek Zaderan:
One thing I kinda hate in PbP RPGs is "botting." I understand that in a table game players are there for a set time and are hopefully engaged in play enough to actually play and that in PbP games that is not always the case. As a GM here on the boards I HATE botting anyone--I have enough things to worry about (all the NPCs, story beats, the environment, etc....) and now I have to come up with something for one silent player's PC?

The problem is that real table-top RPGs (as opposed to computer RPGs) involve so many specific variables that I could write a novel on what any one of my characters could or would do in any given situation and it would still not be enough space to cover everything. That and new gear and abilities will change many of my characters choices every level. The most I can do is give a sort of blanket advice. Even my fighters don't always do the obvious (swing sword at attacker to hit for damage).

Kellek fancies himself the smartest, most-competent person he knows, he might respect or fear others, but he always tries to be the one in control of a situation. Self-reliance is key. And to that end he tries to have the most pragmatic and elegant solution to any given problem. As a wizard this gives him a lot of options from which to choose. He will trade comfort and shortterm losses for bigger wins or long term gains. He always considers the long game, and his ultimate goal of accumulating enough knowledge and magic to rewrite reality into the fair place he thinks it should be.

Kellek does more than the usual blowing stuff up with magic, buffing AC and such. Instead he makes use of knowledge and skills to achieve his goals. Given the chance, he will look at problems from several angles before coming up with the solution that fits the situation best.

math skills:
Adventuring Skills (2 class skill ranks + 3 Int mod + 1 racial bonus + 1 favorite class bonus) 2 levels = 14 Ranks

Background Skills 2 ranks * 2 levels = 4 ranks

Appraise +4 (+0 Rank, +3 Int, +0 ACP, +0 Trained, +1 Misc) BS
Acrobatics +2 (+0 Rank, +2 Dex, +0 Trained, +0 Misc)
Bluff +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Climb +0 (+0 Rank, +0 Str, +0 ACP, +0 Trained, +0 Misc)
Craft (alchemy) +8 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +2 Misc)
Diplomacy +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Disable Device +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Disguise +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Escape Artist +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Fly +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Handle Animal +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Heal +5 (+2 Rank, +1 Wis, +0 ACP, +0 Trained, +2 Misc)
Intimidate +7 (+1 Rank, +3 Int*, +0 ACP, +3 Trained, +0 Misc)
Knowledge (arcana) +8 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +1 Misc)
Knowledge (dungeoneering) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (engineering) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc) BS
Knowledge (geography) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc) BS
Knowledge (history) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc) BS
Knowledge (local) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (nature) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (nobility) +3 (+0 Rank, +3 Int, +0 ACP, +0 Trained, +0 Misc) BS
Knowledge (planes) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (religion) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Linguistics +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Perception +2 (+1 Rank, +1 Wis, +0 ACP, +0 Trained, + Misc)
Profession (herbalist) +5 (+1 Rank, +1 Wis, +0 ACP, +3 Trained, +0 Misc)
Ride +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Sense Motive +1 (+0 Rank, +1 Wis, +0 ACP, +0 Trained, +0 Misc)
Sleight of Hands +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Spellcraft +11 (+2 Rank, +3 Int, +0 ACP, +3 Trained, +3 Misc)
Stealth +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Survival +1 (+0 Rank, +1 Wis, +0 ACP, +0 Trained, +0 Misc)
Swim +0 (+0 Rank, +0 Str, +0 ACP, +0 Trained, +0 Misc)
Use Magic Device +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)