Tiefling

"Sin" Zarzuket's page

13 posts. Alias of Sidewinder2k.


Full Name

"Sin" Zarzuket

Race

Gnomish Daemon-Spawn Tiefling

Classes/Levels

Bladebound Hexcrafter Magus 2

Gender

Male

Size

Small

Age

61

Alignment

CG

Strength 13
Dexterity 18
Constitution 11
Intelligence 19
Wisdom 6
Charisma 14

About "Sin" Zarzuket

"Sin"
Gnomish Daemon-Spawn Tiefling Male {Bladebound} {Hexcrafter} Magus 2
CG Small Outsider (Native)
Init: +4; Perception: -2
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AC: 20, TAC: 15, FAC 16
(+4 Armor, +0 Enhancement, +1 Natural, +0 Deflection, +4 Dex, +1 Size)
HP: 13 (2 HD)
Fort: +3, Reflex: +4, Will: +1
Base Attack: +1; CMB: +1; CMD: 15
Abilities: Str 13(+1), Dex 18(+4), Con 11(+0), Int 19(+4), Wis 6(-2), Cha 14(+2)
Speed: 30 ft. (6 squares)
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Attack: +6; Full Attack: +4/+4 (Spellstrike); Damage: Rapier 1d4+1
Daily Uses: Arcane Pool 5
Spell Slots: 0-4 | 1-3

Character Stats:
Languages: Common; Abyssal; Halfling; Gnome; Draconic; Infernal
Feats: Weapon Finesse
Traits: Magical Lineage: Shocking Grasp (-1 Metamagic); Second Chance (1 Save Reroll/Day)
Drawback: Re-Flavored Condescending (-5 Diplo & Bluff to change attitudes)
Favored Class: Magus (+1/4 Arcane Pool Point)

Racial Abilities:
Scaled Skin (+1 Natural Armor & Resist 5 Electricity)
Fiendish Sprinter (+10 ft. Charge/Run/Withdraw)
Rolled (Replace Spell-Like) (DR 2/Slashing)
Darkvision 60 ft.
Prehensile Tail

Skills:
Adventuring Skills:
Fly: +9 (2 Rank, 3 Class, 4 Dex)
Intimidate: +7 (2 Rank, 3 Class, 2 Cha)
Know (Arcana): +9 (2 Rank, 3 Class, 4 Int)
Know (Dungeoneering): +9 (2 Rank, 3 Class, 4 Int)
Spellcraft: +9 (2 Rank, 3 Class, 4 Int)
Use Magic Device: +7 (2 Rank, 3 Class, 2 Cha)

Background Skills:
Perform (Dance): +4 (2 Rank, 2 Cha)
Sleight of Hand: +6 (2 Rank, 4 Dex)

Magus General:
Arcane Pool: 5/Day; Add +1 Enhance 1 min.
Spell Combat: Full attack w/-2 on all attacks and cast; up to int mod -/+ to concentration.
Spellstrike: Deliver touch spells w/weapon attack. Can be used w/Spell Combat.

Ability Details:
Arcane Pool: This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

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: 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.

Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Equipment:
Worn:
Explorer's Outfit (2lbs)
Masterwork Chain Shirt (12.5lbs)

Weapons:
Rapier (1lbs)
Composite Longbow (+1str) (1.5lbs)

Backpack: (2lbs)
Bedroll & Winter Blanket (2lbs)
Spell Component Pouch (2lbs)
Grappling Hook & Silk Rope 100ft. (14lbs)
Signal Whistle (0lbs)
Sack x2 (.25lbs)
Waterskin (1lbs)
Small Steel Mirror (.5lbs)

Trail Rations x4 (1lbs)
Flask of Oil x4 (4lbs)
Tindertwig x4 (0lbs)
Masterwork Arrows x40 (3lbs)
Scroll of Burning Hands x4 (0lbs)
Scroll of Grease x2 (0lbs)
Scroll of Infernal Healing x4 (0lbs)
Scroll of Shield x6 (0lbs)

Total Weight Carried: 46.75 lbs
Carrying Capacities: L:<37.5, M:37.6-75, H:76-112.5, OH:112.5, OG:225, P/D:562.5

Character Background:
Sin, as he is known to nearly everyone whether friend or foe, has led a hard life even for a tiefling as young as himself. His tainted appearance saw him abandoned to the streets at a young age, his mother dead through his birth and his father unable or unwilling to support a child whose existence caused him to be shunned by most civilized folk. The next twenty-odd years of his life were a crash course in survival, and Sin learned quickly to stay out of sight, keeping to the darkness of night and less-populated back alleys when at all possible. At some time during this period of his life some arcane talent awoke in Sin, possibly through some melding of his parent’s fey blood and a daemonic taint passed down through generations, and he began using these newfound abilities to support himself through thievery.

Although he never liberated anything of great value from the homes and businesses he would break into, being primarily concerned with taking just enough to get by for another day, just enough to stop the pains in his stomach from lack of food; word began to spread about the city of a thieving demon. The tales grew darker and more fanciful with each telling, beginning with the idea that he was simply a small imp, making mischief; and slowly becoming terrified whispers over mugs of ale, describing a beast with brimstone on its breath, wings of fire, and scorched hoof prints and walls dripping with blood that were left in its wake. There were many who tried to capture him of course, but the budding magus was always able to slip away without sustaining any serious injury; that was, until he met Colewin Binderbook.

Binderbook was summoned to Detmer , ostensibly in his capacity as a paladin to vanquish the horrifying beast that had been terrorizing the city. He arrived expecting to face a beast of fire and brimstone, as the stories circulating the city described the horror that stalked the night; only to discover a child, cowering in a corner as the paladin caught up to him, clutching the stale piece of bread he had absconded with on his most recent break-in. The halfling recognized something that day in Sin, perhaps the capacity to do Good if given the chance, and brought the child back to Macridi with him; to come of age among the Silver Shields, and join in their cause.

In the decade since his capture and subsequent taking-in by Colewin and the rest of the Silver Shields, Sin has still kept mostly to himself, living at Silverhall in one of the wings which sees fewer visitors. His loyalty to Colewin, and by extension the rest of the Shields, for giving him a second chance has led to him joining in the work as he has come of age. Sin has tried to show that he is more than, better than, his appearance would suggest; even as his presence at times leads to difficulty for those he would like one day to call comrades.

Appearance & Personality:
Appearance: What stands before you is a gnome, or so he would maintain if anyone bothered to ask what exactly he is. Most don’t however, as his tiefling nature is readily apparent from several features. He stands approximately three and a half feet in height, average for a gnome, but that is where the similarities end. He walks on two cloven hooves, his lower legs shaped like the hind legs of a goat or similar creature, yet covered in the same tough black scales as the majority of his body. His spine continues into a long, whip-like tail which splits in two near the end, the two halves often used to wrap around and retrieve unattended items. Sin’s short, black hair is often an unkempt mess, the four horns extending from his brow making it difficult at best to get a comb through; two extending back a short distance over his skull, the outer two wrapping down beneath his pointed ears like those of a ram. They frame a face more bestial than gnome in appearance, with eyes the color of flame and four short spikes that protrude from his chin in place of a beard, his scruffy black sideburns allowed to complete the look.

Sin generally wears somber colors, dark grays, blacks, and browns that blend with the glistening black of the scales that cover most of his body. He dresses simply, only a short-sleeved tunic, often worn under his armor; along with a pair of tough leather pants, cut off at the knees rather than working around the strange shape of his lower legs. He goes without traditional shoes or boots, his feet more appropriately fixed with iron horseshoes that spark off the pavement when he moves too quickly or without proper care. On his back is a simple, well-maintained pack, in which he carries his worldly possessions, always ready to move at a moment’s notice; still suspecting, and fearing, that his presence will someday prove too troublesome for the Silver Shields to tolerate any longer.

Personality: Overall, Sin views himself as a good person, albeit one who balks at most sorts of outside authority; a remnant of his days living on the streets of Detmer. Even during those days of thievery and crime though, Sin only stole what and when he absolutely needed to. His upbringing, as a tiefling street urchin, has resulted in a somewhat sullen and pessimistic attitude, which comes out in his interactions with fresh faces. However, despite his considerable difficulty with making first impressions, Sin is fiercely loyal to those individuals that have earned his friendship; though his friendships are still limited to a select few members of the Silver Shields. His brash nature at times gets him in trouble, as he has difficulty reading some social cues, and often jumps to action without thinking through all the repercussions. Above all Sin wants to earn acceptance, and to show that despite his heritage and appearance, he can rise above the life he has been dealt thus far.

IC Post Conventions/RP Sample:
Jun sighs as he wanders the sea-sprayed docks and piers of Port Peril, his thumbs hooked around the straps of his pack under each arm, weaving his way nimbly between the few others who populate the docks, his hood keeping the worst of the sun from his eyes. *Thieves and cutthroats, hardly a man among them with his toe upon the True Path.*

He makes his way to the one large ship at the point of the last pier, The Jenivere marked out in faded letters along her hull, raising his voice to shout up to a man with one leg kicked up on the rail, “Ahoy mate!” He raises one hand to wave up at the crewman, “Permission to come aboard?”

The man kicks himself down off the rail, flipping open a small book as he removes it from behind his belt. You the… uuh… ankh-whatsit? Just lemme get the gangplank-

“No need to trouble yourself!” Jun takes the last several steps to the end of the pier quickly, powering his feet down against the wooden lip of the dock to send him up and over the rail.

“It is Ankhmerit, but please, call me Jun. ‘He who makes friends quickly, shall have naught but allies on the Path.’ It is a name from a land far from here, I’ve grown used to the difficulty others have with it.” He gives the crewman a smile and a friendly clap on the shoulder as he is directed towards a berth on the ship, his bare feet crossing the deck of the vessel that will carry him on the next leg of his journey on the True Path.

Conventions in General:
This text describes Jun's actions, emotions, reactions, and quirks.
”This is Jun's speech, in Common.”
Name of Any Other Language: “This is Jun's speech in the named language.”
*These are Jun's thoughts.*
”This is Jun saying Cure Light Wounds, and then saying something else.”
”This is Jun using Telepathy.”

Rolls and OOC comments to go in spoilers as well.