Darl Quethos

Olhas Zecuun's page

53 posts. Alias of ShadowyFox.


About Olhas Zecuun

Sheet:

Olhas
Male Gillman sorcerer 5
CN Medium humanoid
Init +2, Senses Perception +8
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DEFENSE
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AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
hp 37 ((5d6)+15)
Fort +6, Ref +4, Will +5
Resistances electricity 5, sonic 5
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OFFENSE
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Speed 30 ft. Swim 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Ranged light darkwood underwater crossbow +5 (1d8/19-20)
Sorcerer Spells Known (CL 5th; concentration +12)
3rd(4/day)-haste
2nd(7/day)-shatter(DC 20), slipstream(DC 18), gust of wind(DC 19). false life
1st(8/day)-air bubble(DC 17), burning hands(DC 18), ear-piercing scream(DC 19), grease(DC 17), hydraulic push (DC 18), shield(DC 17), shocking grasp (DC 18)
0th(at will)-acid splash, detect magic, light, mending, prestidigitation, ray of frost, read magic
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TACTICS
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Before Combat Olhas casts mage armor off of a wand and shield if he has time to prepare; he may cast slipstream if he needs greater mobility.
During Combat Olhas uses persistent ear-piercing scream to damage and disable foes, hydraulic push to move them, or shatter to destroy their (non-magical) weapons.
Base Statistics Without his spells, Olhas has AC 11, flat-footed 10
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STATISTICS
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Str 8, Dex 12, Con 16, Int 12, Wis 8, Cha 22
Base Atk +2; CMB +1; CMD 12
Feats Eschew Materials, Persistent Spell, Spell Focus (Evocation), Spell Penetration
Skills Bluff +8, Diplomacy +12, Knowledge (Arcana) +8, Knowledge (Nature) +6, Perception +8, Profession (Sailor) +4, Spellcraft +8, Swim +7, Use Magic Device +11
Traits Magical Lineage (Ear-Piercing Scream), Trustworthy
Languages Aboleth, Aquan, Common
SQ amphibious, aquatic, bloodline arcana, bloodline powers, bonus sorcerer add spell (2x), cantrips, enchantment resistance, stormborn bloodline, stormchild, swim speed, thunderstaff, water dependent, weapon and armor proficiency
Combat Gear Wand of Mage Armor (50 charges), Wand of Create Water (50 charges), scroll (glitterdust) (2), scroll (levitate), scroll (protection from evil) (2), scroll (protection from law) (2), scroll (resist energy), potion of shield of faith +2 (2), antitoxin, potion of cure light wounds
Other Gear eyes of the eagle, headband of alluring charisma +2, dagger, outfit (traveler's), cloak of resistance +1, bolts (10), alchemical silver bolts (10), cold iron bolts (10), ioun stone, dusty rose prism – cracked, light darkwood underwater crossbow, scroll case, belt pouch, 37.0 gp
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SPECIAL ABILITIES
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Amphibious (Ex) Gillmen can breathe both water and air.
Aquatic (Ex) Gillmen are humanoids with the aquatic subtype.
Bloodline Arcana Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.
Bloodline Powers Your mastery of the storm is reflected in the unique panoply of powers you manifest.
Bonus Sorcerer Add Spell (2x) 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.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Enchantment Resistance (Ex) Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on such saving throws against aboleth sources.
Eschew Materials
Magical Lineage (Ear-Piercing Screams) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness.
Trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Sonic (Ex) You may ignore 5 points of Sonic damage each time you take sonic damage.
Sorcerer Spell Level 1 (2x)
Stormborn Bloodline You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.
Stormchild (Ex) You gain resist electricity and resist sonic , and treat wind effects as being one step less severe. You gain resist electricity and resist sonic 5. At 9th level, treat wind effects as being two steps less severe, gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.
Swim Speed (Ex) Gillmen have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Thunderstaff (Sp) You can touch a weapon as a standard action, giving it the shock property for 3 round(s). You can use this ability 9 times per day.
Water Dependent (Ex) Gillmen who spend more than 1 day without fully submerging in water risk death within 4d6 hours.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

Background Bits:

Olhas Zecuun is a friendly, gregarious individual, who seems to show blatant signs of both recent and extended slavery in body but not in spirit. Having spent months at a time in cargo holds of ships and surviving numerous tests and experiments (both from slavers and from those associated with the aboleth overlords of his race), his flesh is marked with burns, scars, and pieces surgically removed. Despite all of that, his intriguing purple eyes and never-dimming smile seem to disarm most people.
Olhas's prior life had been about hiding his abilities as best he could, being an occasional authority on things arcane or natural, using his skills in swimming to guide ships through difficult waters, scouting shoals and the like. When he was hired on his most recent vessel, a Chelish vessel of unknown passages, he was more than bit...shocked?
More shocked was when he found himself half-way through his first night (and intial payment) onboard the Horned Trader becomes less a trader and more...a commodity. His gear was stripped from him, he was gagged, and he was held in just enough water to keep from dying but not enough to keep his strength from leeching away. Before he was chained in the hold, the gillman heard mention of one name:

Mavad’Nidhuned

The words alone made him realize the trouble he was in. One of his original owners and the basis of a large criminal ring, Mavad’Nidhuned is a truly frightening aboleth, working through shadowy tactics, business fronts, and several false “Mavad”s. It was a name he hoped he'd never hear again. A name that still haunts his nightmares; a name that drives him to defeat what frightens him most.

What he doesn't yet realize is that Mayad has long disappeared and one of his false faces has actually taken over the criminal empire, claiming to be the aboleth, and is choosing to take back former “employees” who displayed extreme talent in areas of diplomacy, magic, or soldiering, so that they are supporting the cause and not coming out to expose the weakened "head" as it were.

Olhas experiences severe nightmares because of his life spent under the "care" of his former criminal overlord. Because of repeated "tests" to see the limits of his dehydration, he tends to sleep submerged underwater, his gear stored high enough to be dry and relatively safe. That's the public reason, at least. The more private reasoning is that his dream induced screams do not carry as well with water as a barrier.

Goals:

* See his former master's empire toppled
* Make a name for himself
* Free other gillmen trapped in slavery
* Find a place for himself in the world (that does not involve his slave past)

Used Spell Levels:

1st:
2nd: 1/7