Void Zombie

Tchort's page

85 posts. Alias of Zin Z'arin.


Race

| HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0

Classes/Levels

| Speed 30ft | Active conditions: staggered

Gender

Zombie

About Tchort

This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
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Zombie CR 1/2
XP 200
Male human zombie (Pathfinder RPG Bestiary 288)
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
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Offense
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Speed 30 ft.
Melee slam +4 (1d6+4)
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Statistics
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Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Languages Common
SQ staggered
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Ecology
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Environment any
Organization any
Treasure none
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Special Abilities
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead have many immunities.

Tchort:

Male Daemon-Spawn Tiefling Investigator (Empiricist) 1
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
. . Inspiration +1d6 to Initiative check for 1 inspiration

Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 7
. . Inspiration +1d6 to ability checks for 1 inspiration

Spoiler:

Inspiration Pool: 4
[x][x][x][ ]

Extracts Prepared
1st Level
[x] Endure Elements
[ ] *** not yet mixed ***

Acid Flasks: 3
[ ][ ][ ]

Crossbow Bolts: 12
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][x][x]

White Gloves: 12
[ ][ ][ ][ ][ ][ ][ ][ ][ ][w][x][x]


Spoiler:

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); CMD 14
hp 11 (1d8+3)
Fort +2, Ref +5, Will +2 (+1 vs. spells, spell-like/supernatural abilities of evil arcane casters)
Resist cold 5, electricity 5, fire 5

Special Defenses
. . Fiendish Resistance cold resistance 5, electricity resistance 5, and fire resistance 5
. . Inspiration +1d6 to saving throws for 2 inspiration
. . Warded Against Witchery +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters


Spoiler:

BAB +0; CMB +1
Speed 30 ft.
Melee
. . claw/claw +3/+3 (1d4, primary natural)
. . unarmed strike +3 (1d3, nonlethal)
. . touch +3
Ranged
. . light crossbow +3 (1d6)
. . ranged touch +3

Special Attacks
. . Inspiration +1d6 to attack rolls for 2 inspiration
. . Weapon Finesse with light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls; if you carry a shield, its armor check penalty applies to your attack rolls; natural weapons are considered light weapons


Spoiler:

Investigator Extracts Known (CL 1st; concentration +5; vs SR +1

1st Level (2/day)
. . Disguise Self
. . Endure Elements
. . Expeditious Retreat
. . Heightened Awareness
. . Shield
. . True Strike


Spoiler:

Feats
. . Weapon Finesse with light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls; if you carry a shield, its armor check penalty applies to your attack rolls; natural weapons are considered light weapons

Traits
. . Cunning Liar can use Intelligence or Wisdom modifier in place of Charisma modifier on Bluff checks
. . Warded Against Witchery +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters; +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Investigator Weapon Proficiency proficient with hand crossbow, rapier, sap, shortbow, short sword, sword cane
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Spoiler:

Skills Points 10 (6 Investigator, +4 Int)
ACP -1 (-1 armor, -0 encumbrance)
* ACP applied to these skills
^ free use of inspiration on these skills

[ ] *Acrobatics +2
[ ] Appraise +4
[1] Bluff +8
[ ] *Climb +0
[1] Craft (alchemy) +8 (+9 to craft alchemical items)
[ ] Craft (other) +2 (+4 with tools)
[ ] Diplomacy -2
[1] Disable Device +9
[1] Disguise +2
[ ] *Escape Artist +2
[ ] *Fly +2
[ ] Heal +0
[ ] Intimidate -2
[1] ^Knowledge (arcana) +8
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
[1] ^Knowledge (local) +8
[1] ^Knowledge (nature) +8
Knowledge (nobles)
Knowledge (planes)
Knowledge (religion)
Linguistics
[1] Perception +4 (+5 to locate traps)
[ ] Perform (any) -2
[ ] *Ride +2
[ ] Sense Motive +0
[1] Sleight of Hand +8
[1] ^Spellcraft +8 (+9 to identify spells cast by evil arcane spellcasters)
[ ] *Stealth +2
[ ] Survival +0
[ ] *Swim +0
Use Magic Device

Skill Modifiers
. . Alchemy gain competence bonus equal to Investigator class level on Craft (alchemy) checks to create an alchemical item
. . Cunning Liar can use Intelligence or Wisdom modifier in place of Charisma modifier on Bluff checks
. . Inspiration +1d6 to skill checks for 1 inspiration; trained Knowledge, Linguistics, and Spellcraft for 0 inspiration
. . Trapfinding add 1/2 Investigator level (minimum 1) to Perception checks made to locate traps and to Disable Device checks; can use Disable Device to disarm magical traps
. . Warded Against Witchery +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters

Languages Abyssal, Common, Draconic, Elven, Infernal, Skald


Spoiler:

Tiefling (Daemon-Spawn) Abilities
+2 Dex, +2 Int, –2 Wis
. . Darkvision 60 ft
. . Fiendish Resistance cold resistance 5, electricity resistance 5, and fire resistance 5
. . Maw or Claw choose bite attack or two claws that each deal 1d4 points of damage; primary natural attacks; replaces spell-like ability (death knell)
. . Prehensile Tail can use to retrieve small, stowed objects carried on person as swift action; replaces fiendish sorcery
. . Skilled Daemon-spawn gain a +2 racial bonus on Disable Device and Sleight of Hand checks

Investigator Abilities
. . Alchemy gain competence bonus equal to class level on Craft (alchemy) checks to create an alchemical item; can use Craft (alchemy) to identify potions as if using detect magic (must hold potion for 1 round to attempt check)
. . Inspiration gain inspiration pool equal 1/2 Investigator level + Intelligence modifier (minimum 1); inspiration pool refreshes each day, typically after restful night's sleep; as a free action, expend one inspiration from pool to add 1d6 to the result of skill or ability check (including take 10/20); choice made after check is rolled and before result is revealed; can use inspiration once per check or roll; can use inspiration on any trained Knowledge, Linguistics, or Spellcraft checks without expending inspiration; can be used on attack rolls and saving throws, at the cost of two uses of inspiration (in the case of saving throws, inspiration is an immediate action)
. . Trapfinding add 1/2 level (minimum 1) to Perception checks made to locate traps and to Disable Device checks; can use Disable Device to disarm magical traps


Spoiler:

Light up to 50 lbs. Medium up to 100 lbs. Heavy up to 150 lbs.
Current Load Carried 49 lbs. (Light)
Money 35 gp 1 sp 9 cp

Containers
Backpack, masterwork
Belt Pouch
Scroll Case
Waterproof Bag

Worn Items
Hot Weather Outfit
Llamellar (leather) Armor, masterwork
White gloves

Weapons
Light Crossbow
. . Bolts (12)

Backpack, masterwork
Alchemy crafting kit
Soap
Trail Rations x2
Waterproof Bag
Waterskin
White gloves x9

Belt Pouch
*Acid, flask x3
Money
Thieves' Tools

Scroll Case
Paper x4

Waterproof Bag
Formula Book
Ink, black
Inkpen
Scroll Case

*Crafted alchemical item: Craft (alchemy), take 10: (10) + 9 = 19


Spoiler:

Tchort was born in Irrisen to a well-connected family that had a long-supressed tiefling background. Irrisen's tendency towards racial purity ensured that Tchort grew up without much fanfare, but many would have had it much worse. His family was still influential--Jadwiga three or four generations back--and Tchort was protected by his family's reputation, as much as anything. He was kept close to home, which prevented any embarrassing accidents, but otherwise had a very comfortable and enriching upbring; just one with personal tutors instead of a school.

Early on, Tchort's passion and aptitude for arcane magic was obvious, and so his parents got him tutors to focus on that. He excelled, eventually having to dismiss the tutors that he'd surpassed, and beginning to investigate arcane knowledge on his own. He became a powerful wizard. From behind the scenes, for the most part, he helped orchestrate several successful campaigns for power among other old Jadwiga families.

All the while, of course, he'd been harboring a... troubling concern... over how he was treated. More powerful now than almost all in his own family, and most in Irrisini society overall, here he could never enter that society. All because of a tail.

So, he plotted. Of course he plotted. And he did it. He did... whatever it was that he'd planned to do.

He can't remember what it was, though. He doesn't really know what it was that he did, what plan he set in motion, but it failed, and it nearly ruined him. Level-drained and with no memory of the events, it's a wonder he survived. He thinks he probably shouldn't have survived, really, but somehow he did. Maybe he'd been offered just that one last kindness.

He awoke in Qadira, decades of arcane power just gone. Nothing there, not even the simplest incantations that all wizards know. Nothing left of that part of his life.

A small bag of coin--a mercy they'd left that with him--allowed him to rent an apartment. He began teaching himself a trade--alchemy, he figured, had good financial opportunities, if nothing else--and began to make a living.

At the same time as learning a new trade, he's been deeply examining his memories. What he can recall has only been vague: Irrisen, yes. Danger, nearly death. A powerful family; yes? (His own? But there's also some kind of opposition, like they're enemies, so that doesn't feel quite right...) He remembers the power he used to command. He remembers that painfully (they probably made sure of it, he posits at times), the weak essences he's been able to work up a mere shadow of the power he once had.

When he went to the soothsayer, he wanted to lift the veil over his past. She couldn't do it. He offered more and more coin, but she refused it all. "Go. Walk. Walk and you will find your past; your past will find you. Walk, walk to Taldor. Keep walking, you will know."

tl;dr wrote:
Level 15+ Wizard gets level-drained to 0-level when he rebels against his evil racist family in Irrisen; starts over as Investigator while recovering in Qadira

Spoiler:

Level 1
Str 12, Dex 14+2, Con 14, Int 16+2, Wis 12-2, Cha 7
Tiefling (Daemon-spawn)
Investigator (Empiricist)
Favored Class Bonus: +1 hit point
hp 1 (d8 max at level 1, +2 Con, +1 fcb)
+0 Fortitude save, +2 Reflex Save, +2 Will save
+0 BAB
Tiefling: Maw or Claw (Claws)
Tiefling: Prehensile Tail
Investigator 1st level extracts (6): Disguise Self, Endure Elements, Expeditious Retreat, Heightened Awareness, Shield, True Strike
Feat: Weapon Finesse
Traits: Cunning Liar, Warded Against Witchery
Skill points (10): Bluff, Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (local), Knowledge (nature), Perception, Sleight of Hand, Spellcraft, Use Magic Device
Languages: Abyssal, Common (Taldane), Draconic, Elven, Infernal, Skald