Armistril

Sotha Zyn's page

136 posts. Alias of wolfman1911.


Full Name

Sotha Zyn

Race

Elf

Classes/Levels

Bladebound Magus, Level 3 -1 con -1 dex

Gender

male

Size

6'3" 140lbs

Alignment

Neutral Evil

Deity

unknown

Location

Branderscar Prison

Languages

Common, Elven, Goblin, Draconic, Orc, Infernal

Occupation

Noble

Strength 16
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12

About Sotha Zyn

Background:

Sotha Zyn belongs to a family of elves that was granted noble status in return for some service that the family's forebear did for Talingarde. Considering how well known the Zyn family is for its members military prowess, it is likely he was a general of some distinction. Sotha, however, had little interest in that. He had always been interested in studying, whether magic, history, or whatever else, and so he balked at the expectation of his family to serve in the Talingarde military. Eventually, he gave in, on the condition that he would become a soldier as long as he could continue to study magic.

He seemed to take a completely different view of life in the military after becoming a Magus. He poured himself into his training, and before long, his sword arm was as strong as his mind. After finishing his training, he was sent to the Savage North to fight against the encroaching monsters. While stationed there, he made the effort to learn to speak with them, t he better to overhear their plans, he called it. Unknown to others, he would meet with the creatures they were fighting, goblins, possibly, and he managed to convince them to surrender to his company. It later turned out that Sotha had been abusing his position as quartermaster's assistant to pass along weapons to the goblins in exchange for a token force of them to surrender.

The surrender of the goblins was part of a plan. He figured that if hostilities ceased by his hand, he would get an audience with the king. He was right, though to his dismay, the audience with the king was in the company of his comrades, making Sotha's plan harder to put into effect, and nearly impossible to survive. Even so, when the king came to him to offer congratulations, Sotha cast True Strike and stabbed at the king. The strike would have been fatal if not for the soldier next to him reacting quickly enough. Sotha surrendered immediately, and found his way to Branderscar Prison afterward.

No one knows why Sotha tried to kill the king, he has said nothing of it, and in fact, during his trial he had claimed that madness had overtaken him, and that he was unaware of what he'd done. The truth is that Sotha himself doesn't know why he did it. What he knows is that for some time, he has been heeding the counsel of a voice in his head, one that appeals to his pride, and suggests things that he might do, things that he deserves to do. Whatever the voice is, Sotha trusts it well enough to put his life in it's hands.

Combat stats:
Perception +5
Initiative +5

Saves
-Fortitude +4
-Reflex +3
-Will +4

AC/Flatfoot AC 15/15
Touch AC 10

CMB +4
CMD 15

Hit Points: 19/25 (24)
Nonlethal Damage: 12

BAB +2
To hit +5
Damage 1d6+4

Speed: 30ft

Skills:

7 skill points per level

Climb +7 (1 rank +3 in class +3 str)
Intimidate +7 (3 ranks +3 in class +1 cha)
Knowledge (Arcana) +8 (2 rank +3 in class + 3 int)
Knowledge (History) +5 (2 ranks +3 int)
Knowledge (Dungeoneering) +7 (1 rank, +3 in class, +3 int)
Knowledge (Local) +6 (3 ranks +3 int)
Knowledge (Planes) +8 (2 rank +3 in class + 3 int)
Linguistics +4 (1 rank +3 int)
Perception +5 (3 ranks +2 keen senses)
Spellcraft +8 (2 rank + 3 in class + 3 int) (+10 to identify magic items)
Swim +5 (1 rank +3 in class+ 3 str -2 armor)

Feats and Traits:

Sin and Sentence:
Envy: any time an enemy CR equal to level-1 rolls a natural 1, gain +1 to attack, damage rolls, skill and ability checks for the next round. If they make a natural 20, you are sickened for one round.

High Treason: Tried unsuccessfully to dethrone the King, +1 to will saves
Deft Dodger +1 to Reflex saves

Race Abilities:
Low Light Vision
Elven Magic: +2 to spellcraft checks to identify magic items
Keen Senses: +2 perception
Arcane Focus: +2 on concentration checks made to cast defensively

Class Abilities: Arcane Pool: 1/3 class level plus intelligence modifier
Cantrips
Spell Combat: -2 to attack rolls on a full attack lets the magus attack and cast a standard action spell in the same turn.
Spellstrike: channel a touch spell through a weapon, inflicting weapon damage as well as spell effect

Feats:
Toughness
Improved Initiative

Favored Class Bonus
Level 1: +1 HP

Spells:

Arcane Pool 4/4

Arcane points can be used to add a +1 enchantment bonus to any weapon for 1 minute, doing so is a swift action

Cantrips Known: All Cantrips
Prepared: Detect Magic, Light, Ghost Sound, Mage Hand

Level 1 Spells Known: Color Spray, Enlarge Person, Grease, Shocking Grasp, True Strike, Ray of Enfeeblement, Shield, Vanish, Obscuring Mist, Hydraulic Push
Prepared: Enlarge Person, Grease, (Shocking Grasp), Shield

Blackblade:

Enhancement Bonus +1
Int: 11 wis/cha 7, ego: 5
Arcane Pool: 1/1
Languages: Common
Alertness: +2 on perception and Sense Motive while holding the blade
Black Blade Strike: spend a point from the blades arcane pool for a +1 bonus to damage for one minute
Telepathy: can communicate telepathically between the blade and magus while wielding the blade
Unbreakable: immune to broken condition while it has 1 point in arcane pool

Weapons:

Blackblade Scimitar+1 15gp 1d6+1 18-20/X2 4lbs S

Armor:

Chain shirt +4 +4 -2 30ft 25 lbs

Equipment: