Sian Daemodus

T'zirik's page

3 posts. Alias of Herkymr the Silly.


Full Name

T'zirik

Race

vitals:
HP 31 / AC 19-13-16 / CMD 18-13/ For+2- Ref +4 – Will +7/ Perc +11 / SoH+6/ Init = +3

Classes/Levels

Jinx:
HP 15 / AC 20-17-17 / CMD 7-4/ For+0- Ref +5 – Will +5/ Perc +8 / Init = +3

About T'zirik

T'zirik
Oni-spawn tiefling shaman 4 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)
hp 31 (4d8+8)
Fort +2, Ref +4, Will +7
Resist fire 5
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 glass spear +4 (1d8+1/×3)
Special Attacks hexes (cinder dance, city sight[UW])
Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—alter self
Shaman Spells Prepared (CL 4th; concentration +7)
. . 2nd—cure moderate wounds, false life, hold person (DC 15); hypnotic pattern[S] (DC 15) or resist energy[S]
. . 1st—goodberry, gorum's armor[ISWG], inflict light wounds (DC 14), pesh vigor (DC 14); burning hands[S] (DC 14) or color spray[S] (DC 14)
. . 0 (at will)—arcane mark, detect poison, mending, read magic
. . S spirit magic spell; Spirit Flame Wandering Spirit Heavens
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Statistics
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Str 10, Dex 16, Con 12, Int 13, Wis 16, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Grasping Tail[ARG], Mischievous Tail
Traits alchemical adept, armor expert, seeker
Skills Acrobatics +6, Appraise +1 (+3 for small or highly detailed items when using a magnifying glass, +3 on items valued by weight when using scales), Craft (alchemy) +8 (+10 to craft alchemical items), Diplomacy +7, Disguise +2, Intimidate +6, Perception +11, Sleight of Hand +6 (+8 when using only your tail, +8 on checks to conceal an item in an inside pocket.), Spellcraft +8, Stealth +4, Survival +8; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Infernal
SQ hedonistic, prehensile tail[ARG], spirit animal (hedgehog named Jinx), stardust, touch of flame
Combat Gear alchemical solvent[APG], alchemist's fire (3), blood-clotter salve[ACG], darkflare (2), flame ink, permanent[ARG] (3), flash powder[APG] (3), itching powder[UE], keros oil[UE] (2), marker dye[UE] (5), shaman's paint, shriek bomb, smokestick (2), thunderstone; Other Gear +1 armored coat[APG], +1 glass spear, handy haversack, bedroll, belt pouch, bread, candle (5), chalk (5), charcoal (5), cheese, colored ink, fetish, tribal, flask, flint and steel, hourglass (1 hour), ink (3), inkpen, inside pocket[UW], jewelry[UE], magnifying glass, marbles[APG], meat, merchant's scale, mirror, paper (10), pocket watch, portable alchemist's lab[APG], roperunner[ACG], sack, salt tablets (10), scroll case, sealing wax (2), sewing needle, signet ring, silk rope (50 ft.), silver holy symbol of Kossuth, soap, spell component pouch, stationery[UE] (10), string or twine[APG], tattoo[UE], tattoo[UE], tattoo[UE], thread (50 ft.), tindertwig (50), tortoise shell snuffbox[ACG], trail rations (3), vest, waterproof bag[UE], waterskin, whetstone, 1,446 gp, 8 sp
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Special Abilities
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City Sight (1 minute, DC 15) (Su) Target loses visual abilities beyond simple sight.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Grasping Tail Use tail to retrieve small, stowed objects carried on your person as a swift action.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Mischievous Tail Tail is free hand but can't use wep/shield. Tail used for disarm/steal/sleight of hand grants +2 and no AoO.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (hedgehog named Jinx)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Stardust (3/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 2 rds.
Touch of Flame (3/day) (Su) As a standard action, melee touch deals fire dam.

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Jinx CR –
Hedgehog (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +8
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Defense
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AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size)
hp 15 (1d8-2)
Fort +0, Ref +5, Will +5
Defensive Abilities improved evasion; Immune fire
Weaknesses vulnerability to cold
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Offense
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Speed 20 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 1, Dex 16, Con 6, Int 9, Wis 12, Cha 7
Base Atk +3; CMB +2; CMD 7 (11 vs. trip)
Feats Athletic
Skills Acrobatics +10 (+6 to jump), Climb +5, Diplomacy +2, Perception +8, Sleight of Hand +7, Spellcraft +3, Stealth +20, Survival +3, Swim +5
SQ empathic link, spiny defense
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Immunity to Fire You are immune to fire damage.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up a hedgehog cannot take any other action. It can unroll as a move action.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

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background:
His father, D’xitiik, was the head of a thieves’ guild in the city of Nathlekh south of the Long Arm lake. His mother was enslaved to father as one of his human pleasure pets. She was murdered by T’zirik when she was going to turn him in for “breaking free” from his servitude to his father. He had been kept as a gladiator in his father’s arena. In the process of freeing himself from his father’s grasp, he killed his mentor a renown thieves’ guild enforcer and gladiator –Herstil Horgenthol a half orc on the streets of the city in a one-on-one skirmish with his father’s goons. The weapon he carries is the weapon of his mentor taken from his Herstil’s still warm body. This killing has brought some fame to T’zirik in the city of his birth as the half-orc had become quite a menace and disruption to the city. It also brought the wrath of his father.
His father has put a price on his head of 1k gp if brought back alive for “justice.” T’zirik has fled the city and headed to Lundeth north of the Farsea Swamps in hopes of leaving his past behind. Instead of taking a direct path he hoped to evade his father’s men by heading south and then west, stopping at the small settlements along the way to indulge himself.
While skirting the land between Land’s Mouth and the Giant’s Ruin Mountains he was visited by Kossuth or atleast he believes it was Kossuth himself. His tattoos were on his skin when he awoke and nestled on his chest was Jinx his spirit guide. As he traveled the remainder of the way to Proskur, he was taught to use magic drawn straight from Kossuth himself. Jinx was his conduit to his God. He is still unsure what the phoenix represents but is searching for any information on the legendary bird with hopes of learning about his other holy marking.
During his brief stop in Proskur, an agent of Aden Grimdawn caught up with him and delivered Grimdawn’s letter. Intrigued he has waited for the 15th day of Mirtul. He has already found the Wretched Wench and had multiple conversations with Gedard in hopes of learning more about this Aden. He is wary of the letter being a trap set by his father but curious enough to want to see if it is and just what his father will do to recapture him.

appearance and personality:
T’zirik nearly 7.6 height makes him large for many of the settlements he has passed through. Unfortunately, it also makes it fairly easy for his father’s hunters to follow his trail once they pick it up again. His skin marks him as the offspring of a Fire Yai Oni with its’ mottled black and red coloring. He is covered in thick skin which appears like the crust of cooling lava not yet quite solid. This effect makes him seem like he is bursting out of his skin. Ridges adorn his head leaving an impression of flowing lava instead of hair. He moves like molten stone, swift and overbearing. People tend to move out of his way afraid that he will not stop his forward momentum.
He has a particularly agile and long tail, reaching nearly 8 ft long. He has learned to use it to help pick pockets and other small legerdemain in order to live in comfort at the expense of others. It twitches almost constantly. His eyes are deep read with no pupil and his tongue matches their coloration exactly both these in turn match the color seen in the cracks of his skin. His voice is calm and quiet until enraged at which point it booms forth in commanding/demanding resonance.
Probably just as important as his looks is his need for pleasure and worldly wealth. He becomes depressed and tired when he cannot indulge in the desires of his body whether that be drinking, womanizing, or indulging in some other form of bodily pleasure. This also has left a reputation behind him in the small settlements he has passed through on his escape from Nathlekh. He rarely has less than 500 gp on him just so he can afford what ever he wants to indulge in at the moment. He is quick to observe what is going on around him but rarely calm enough to negotiate without making threats or intimidating those around him. However, he has learned that he can often trade the alchemical concoctions he makes for the pleasures he desires and this is his usual means of subsisting before he resorts to intimidation and usually with better results.

Tattoos:
There is a black and purple tattoo of a hedgehog on his right hand that glows as if it has been "engraved" by ifrit fire ink. His left hand contains an orange and flaming red phoenix bird in full regalia. This also appears to be "engraved" of the same ink. On his chest is a full ying yang symbol that covers from shoulder to shoulder. The symbol is the hedgehog and the phoenix in opposition to each other. This is "engraved" by bright colored ink that glows like his others.