Imron Gauthfallow

Zagulo Maresh's page

97 posts. Alias of Phntm888.


Full Name

Zagulo Maresh

Gender

Male

Size

Medium

About Zagulo Maresh

Crunch:

Zagulo Maresh
• Ancestry: Varisian Human (Skilled)
• Background: Dragon Scholar
• Class: Sorcerer (Gold Draconic Bloodline)
• Deity:
• Alignment: CG

Stats:
STR 10
DEX 14
CON 14
INT 12
WIS 10
CHA 18

HP 16
AC 15

Languages: Common, Draconic, Varisian

Skills:
+5 Acrobatics (T)
+4 Arcana (T)
+0 Athletics (U)
+1 Crafting (U)
+4 Deception (U)
+7 Diplomacy (T)
+7 Intimidation (T)
+4 Dragon Lore (T)
+0 Medicine (U)
+0 Nature (U)
+1 Occultism (U)
+7 Performance (U)
+0 Religion (U)
+1 Society (U)
+5 Stealth (T)
+3 Survival (T)
+2 Thievery (U)

Feats:
Natural Ambition (Ancestry) (CRB p. 57)
Intimidating Glare (Skill) (CRB p. 262)
Counterspell (Class) (CRB p. 198)
Widen Spell (Class; from Natural Ambition) (p. 198)

Proficiencies:
Unarmored (T)
Simple Weapons (T)
Unarmed (T)
Arcane Spell DCs (T)
Arcane Spell Attacks (T)

Combat:
+5 Dagger (T) (1d4; Agile, finesse, thrown 10 ft, Versatile S)
+5 Sling (T) (1d6; Propulsive, range 50 ft)

Saves:
+5 Fort (T)
+5 Reflex (T)
+6 Will (E)

Spells (+7 spell attack, DC 17 Save):
Cantrips - acid splash, light, produce flame, read aura, shield
1st-level (3/day) - grease, mage armor, true strike

Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
Focus Points: 1
Focus Powers:
Dragon claws

Equipment: Sorcerer Kit (20 sling bullets, dagger, sling, 2 sets of caltrops, adventurer’s pack, bandolier, sheath), Explorer’s Clothing (Unarmored, Dex Cap +5, Comfort), 4 daggers, flute, compass, writing set
Bulk 3 Light 3
Coin: 9 gp, 2 sp

Actions:

(1 Action) Demoralize
Traits: Auditory, Concentrate, Emotion, Mental
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

(1 Action) Dragon Claws
Traits: Uncommon, Morph, Sorcerer, Transmutation
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (fire). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.
Heightened (5th) The extra damage increases to 2d6, and the resistance increases to 10.
Heightened (9th) The extra damage increases to 3d6, and the resistance increases to 15.

(Variable) Cast a Spell
You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”
Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted (see Disrupted and Lost Spells on page 303).
Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.
Material (manipulate)
Somatic (manipulate)
Verbal (concentrate)
Focus (manipulate)
Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear on page 462.

Reactions:

Counterspell
Requirements You have an unexpended spell slot you could use to cast the triggering spell.
Trigger A creature casts a spell that you have in your repertoire.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).

Backstory:

Zagulo was born in Varisia as part of the caravans that cross that storied realm. His life growing up was fairly simple, until the day he turned 15 and, accidentally lit a wagon on fire by sneezing on it. After several more incidents - including one where his hands warped into claws - his family determined he had somehow manifested draconic abilities from somewhere in his background. Once the caravan drew close to Magnimar, Zagulo left to try and learn all he could about his draconic forebears, and if there was a way to control his abilities.

Since then, Zagulo has found a way to control the latter, but discovering the former has proven to be difficult. He knows he is looking for a gold dragon, but he cannot say how long ago the dragon’s bloodline merged with his. He has learned what he can, and journeyed far beyond Varisian to find such information. Unfortunately, books on dragonkind are rather expensive, so when he hears about a Call for Heroes in the town of Breachill, in Isger, it sounds like the perfect opportunity to earn some money so he can purchase more books on dragons, and hopefully find the dragon who introduced such potent power into his bloodline.