Vencarlo Orinsini

Tal'Zeneb's page

138 posts. Alias of Spazmodeus.


About Tal'Zeneb

Tal'Zeneb
Male Aasimar Cleric 7
NG Medium Outsider (native)
Init +1; Senses darkvision; Perception +9

Defense:

AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 55 (8+2, 5+2, 5+2, 5+2, 2+2, 8+2,8+2)
Fort +7, Ref +3, Will +10

Offense:

Speed 20 ft.
Melee
+1 Dagger +7 (1d4+2/19-20/x2)
Ranged
Masterwork Light crossbow +7 (1d8/19-20/x2)

Spell-Like Abilities :

Daylight (1/day)
Lore Keeper (At will)
Remote Viewing (7 rounds/day)

Cleric Spells Prepared (CL 7), Concentration +12:

Cure spells empowered.

4 (2/day)
Restoration, Cure Critical Wounds, Dismissal (DC19)
3 (3/day) Cure Serious Wounds, Searing Light (x2), Prayer
2 (4/day) Silence (DC 18), Hold Person (x2) (DC 18),Cure Moderate Wounds, Zone of Truth (DC 18)
1 (6/day) Doom (DC 18), Remove Fear, Shield of Faith, Cure Light Wounds, Command (DC 18), Endure Elements
0 (at will) Create Water, Light, Detect Magic, Purify Food and Drink (DC 18)

Statistics:

Str 13, Dex 12, Con 14, Int 11, Wis 20, Cha 13
Base Atk +5; CMB +6; CMD 16

Feats:

Extra Channel, Extra Channel,Extra Channel Improved Channel

Traits:

Fast-Talker, Sacred Conduit

Skills:

Acrobatics +0,
Appraise +0 (+2 for small or highly detailed items when using a magnifying glass)
Bluff +7
Climb +1
Diplomacy +3
Escape Artist +0
Fly +0
Heal +9
Knowledge (history) +4
Knowledge (local) +5
Knowledge (religion) +5
Knowledge (Undead) +9
Linguistics +6
Perception +9
Ride +0
Sense Motive +10
Spellcraft +4
Stealth +0
Swim +1

Languages:

Abyssal, Celestial, Common, Draconic, Infernal

Equipment:

+1 Chainmail
+1 Dagger
Crossbow bolt, acid (10)
Masterwork Crossbow bolts (50)
Masterwork Light crossbow
Handy haversack (37 @ 41.56 lbs)
Stunstone
Bedroll
Belt pouch (5 @ 0 lbs)
Chalk, Fishhook
Flint and steel
Ink, black
Inkpen
Magnifying glass
Paper (10)
Scroll case (empty)
Sealing wax
Sewing needle
Silk rope
Trail rations (3)
Holy water (4)
Sunrod (5)
Tanglefoot bag (2)
Tindertwig (5)
Waterskin

286 GP, 8 SP, 9 CP


Special Abilities:

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 4d6 (11/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Healer's Blessing (Su) Your cure spells are empowered for free.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 26.
Magnifying glass +2 Appraise for small or highly detailed items.
Rebuke Death (8/day) (Sp) Heal 1d4+3 damage to creatures at negative HP
Remote Viewing (7 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Appearance:

Appearing as a slightly middle aged human with startling metallic silver hair and slate grey eyes. He almost
always carries himself with a very calm demeanour, sporting used, comfortable scholars robes; with the glint of
chainmail to be seen at the throat and cuff.

Personality:

Tal'Zeneb is a man surrounded by life and death; the turmoil of living versus the calm serenity of death's embrace.
He faces the world with a calm, somewhat indifferent attitude. Those living should be assisted to live; those dying
should be conforted. Those who return to life through forbidden means face a very different Tal'Zeneb; a truly
righteous anger fills his eyes at the sight of such abomination.

Background:

Tal'Zeneb was a foundling in the city of Magnimmar, left on the porch of Serno Dolofar's orphanage.
Obviously of "unnatural" heritage, his mother probably one of the mulititude of impoverished that dwell in
Magnimmar's slums where superstition runs rampant; the aasimar babe's fate much more certain in Serno's care.

Serno was a retired adventurer who in his kindness used his lifetime of booty to open an orphanage for the
most unfortunate of children, those with no parents. A stern but fair man of Linnorm descent, Sorno ensured
that all of the children under his care were well fed, well exercises and most importantly well educated.

Each day a different tutor would enter the orphanage, to teach the children of the world. In this atmosphere,
Tal'Zeneb flourished, his natural talents accepted and encouraged.

Once a week a cleric friend of Serno's would arrive to instruct on the tenets of his faith and the role his
faith had in the world. A number of different faiths were represented, Saranae, Callistra etc, but for some
reason is was the dour, humourless priest of Pharasma, Golo Ponto that always captivated Tal's attention.
He found facinating the duality between life and death, the strange state of undeath, the pursuit of knowledge;
all opened vistas within Tal's mind.

So it was in his fifteen year, Tal'Zeneb went to Serno with is decision to become an initiate within the
church of Pharasma. With a proud grin that Serno alwasy wore when one of his charges went out into the world,
Serno hugged his "son", gave him a small pouch of coins and walked with him out of the only home Tal'Zeneb
had ever known.

Since taking his vows to Pharasma, Tal'zeneb has taken on the many iconic roles associated with the servant
of the Lady of Graves, travelling the land serving as watchmen over cemetaries, aiding new mothers in guiding
new life into the world, caring for those just past; and eradicating those who return from death to become the
undead - an abomination! Tal'Zeneb however was quite facinated with this world of the living dead and devoted
much of his time as a cloistered scholar investigating these phenomenae.

Ultimately after many years of service both in the field and within the walls of the church an opportunity came
to Tal'Zeneb that could not be denied.The Godsmouth Ossuary in Kaer Maga had sent out a summons; they needed new
blood. Kaer Maga was a lodestone of knowledge and necromantic activities; a perfect place for Tal'Zeneb to continue
his "hobby". He has been in the city for three months, assisting with the internment of bodies in teh Ossuary. His
diligence and attention to detail and duty has led the High Priest to assign Tal'Zeneb to monitor the Bazaar of Secrets,
for the illict trade in corpses, animated and not.

In particular, Tal'Zeneb is on the lookout of a shipment of corpses bound for the shop of Gerik Mubb, the 2nd best
commercial necromancer in the city. Gerik has increasingly relied on underground procurement for fresh bodies for his
trade....no questions asked.