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1 post. Alias of WormysQueue.


Full Name

Arius Tucco

Race

Tiefling

Classes/Levels

Transmuter 3

Alignment

LE

Strength 11
Dexterity 12
Constitution 14
Intelligence 20
Wisdom 13
Charisma 14

About Kosik Zafat

Tiefling Transmuter 3
LE Medium Outsider (Native)
Init
+1, Perception +5
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AC 11, TAC 11, FAC 10
(+1 Dex)
HP 20 (3 HD)
Fort +6, Ref +2, Will +4
BAB +1; CMB +1; CMD 12
Str 11(0), Dex 12(+1), Con 14(+2), Int 20(+5), Wis 13(1), Cha 14(+2)
Speed: 30 ft.
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Abilities/SLA's
Augment: (Standard action) +2 enhancement to ability score or +1 to NA, 1 round, 8/day
Darkness 1/day
Dimensional Slide: 30ft, cost 1 arcane reservoir point
arcane reservoir 6/6, regens 4/day

Race and Class Features:

Tiefling
+2 dex, +2 int, -2 cha
+2 racial bonus on bluff and stealth
cold, electricity, and fire resistance 5
Darkvision 60ft
SLA: Darkness 1/day
Prehensile Tail: retrieve small objects as a swift action

Wizard (Transmuter)
opposition schools: evocation, necromancy
Transmutation School: +1 con
Enhancement Subschool
- Augment: +2 enhancement to ability score or +1 to NA, 1/2 wiz level rounds, 3+int/day
familiar
Favored Class: 3 hp
Bonus Feat: Scribe Scroll
Free archetype: Exploiter Wizard
- Arcane Reservoir: max 3+level, regenerate 3+1/2 level per day
- Exploit: Dimensional Slide

Traits and Feats:

Traits
Consorting with the Dark Powers (campaign): +1 to Knowledge (arcana and planes)
Transmuter (magic): +1 CL for transmutation spells, Bear's endurance duration doubled
Family Connections (race): +2 to diplomacy and bluff against evil outsiders

Feats

Wiz1- Scribe Scroll
Free1- Improved Initiative
Free1- Great Fortitude
1- Spell Focus (Transmutation)
3- Extend Spell
5-
Wiz5-
7- Fiendish Obedience

Skills:

Class skill: *
total ranks: 21

Adventuring Skills:
Acrobatics: 1 (1 dex)
Bluff: 6 (2 cha + 1 rank + 2 race)
Climb: 0 (0 str)
Diplomacy: 4 (2 cha + 2 ranks)
Disguise: 2 (2 cha)
Escape Artist: 1 (1 dex)
Fly*: 1 (1 dex)
Intimidate: 2 (2 cha)
Knowledge (Arcana)*: 11 (5 int + 3 ranks + 3 class)
Knowledge (Dungeoneering)*: 10 (5 int + 2 ranks + 3 class)
Knowledge (Local)*: 10 (5 int + 2 ranks + 3 class)
Knowledge (Nature)*: 10 (5 int + 2 ranks + 3 class)
Knowledge (Planes)*: 11 (5 int + 3 ranks + 3 class)
Knowledge (Religion)*: 11 (5 int + 3 ranks + 3 class)
Perception: 4 (1 wis + 3 ranks)
Sense Motive: 1 (1)
Stealth: 3 (1 dex + 2 race)
Spellcraft*: 11 (5 int + 3 ranks + 3 class)Free
Swim: 0 (0 str)
Use Magic Device: 2 (2 cha)

Background Skills:
Appraise*: 9 (5 int + 1 rank + 3 class)
Craft*: 5 (5 int)
Knowledge (Engineering)*: 10 (5 int + 2 ranks + 3 class)
Knowledge (Geography)*: 11 (5 int + 3 ranks + 3 class)
Knowledge (History)*: 11 (5 int + 3 ranks + 3 class)
Knowledge (Nobility)*: 10 (5 int + 2 ranks + 3 class)
Linguistics*: 9 (5 int + 1 rank + 3 class)
Sleight of hand: 1 (1 dex)

Equipment:

1st level scrolls bought and copied to book: 2

Spellbook
Spell Component Pouch
Scrollbox
- Scrolls: Floating Disk, Color Spray x2, Protection from Evil, Silent Image, grease x2
spring-loaded scroll case x2
- feather fall, Liberating Command
Wand of Mage Armor (50 charges)
MW backpack
belt pouch
ink, inkpen, parchment x10
trail rations x5
waterskin

11g
Encumbrance: 21.5 lb
Light: 43, Medium: 86, Heavy: 130

Background:

Kosik Zafat’s earliest memories are of being poked and prodded by rich young wizard acolytes. Considered sub-human by many people, not much effort was put into the search when he was taken from his parents as a toddler. He grew up in a private academy, used by the instructors as a teaching tool. Being seen as less than human by everyone and constantly being treated as a lab rat by teachers and students alike can make a person break in one of two ways.

One, a person can crumble, and have his brain go to mush. Spend his whole life curled up in a ball crying about how unfair life is and how if only he had the chance he’d blah blah blah.

Two, you can plan to escape and take steps to create that chance. And then massacre the whole f#$&ing lot of them in their sleep. You see, it wasn’t only the students that were learning in those classrooms. Kosik was as quick-minded as any of them, and picked up tricks even the most promising students didn’t. He had built somewhat of a bond with one of the imps that was constantly getting summoned by the students, and who didn’t like the situation any more than Kosik did. It was easy to summon that imp and let it loose on the residential wing late one night. Most of the professors were dead before anyone knew what was happening, and Kosik was gone.

Of course, it wasn’t a complete success. He was caught a little later by Sir Balin of Karfeld trying futilely to call up the imp again, and wound up dangling from chains for his trouble.

Appearance:

Red skin, burning eyes, and small goat horns advertise to the world that Kosik is a tiefling, and a more fiendish-appearing one than most. He usually does his best not to attract attention by wearing a hooded robe, but that doesn't really hide much. It does hide his tail, so that helps a little.

Personality:

Kosik is very serious-minded, slow to smile and slower to laugh aloud. He has only recently learned what his ancestry likely is and what it means to be a tiefling, and feels like he is meant for great things because of it. He believes that he is descended from Asmodeus himself, and intends to accumulate power by any means necessary until he's standing before him as a worthy heir.

Due to his traumatic childhood, he's easily startled and defensive about it. He'll hold a grudge as long as necessary until the time is right to take his revenge. He particularly dislikes and is wary of humans because the instructors and students at the college he grew up at were all human.

Familiar:

Verroth
Rat (+2 Fort)

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 NA)
hp 10 (3 HD)
Fort +2, Ref +4, Will +3

OFFENSE

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

SPECIAL ABILITIES

Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.