Kassmak

Zakmakiv Siraski's page

109 posts. Alias of DarkOne the Drow.


Race

HP: 12/12; Kai: 0/3; Status: normal

About Zakmakiv Siraski

Zakmakiv Siraski

Game: ?
Game master: nightflier
Setting: Eberron
System: Pathfinder (with Eberron conversion rules)

Levels: Black mamba (Ninja) 1

Race: Poison Dusk Lizardfolk

Alignment: Neutral

Progression:
1: Rogue: 12 = 8+4(Con)+?(fc) HP, 2 feats, 2 traits, Max GP, FC: ?

Achievements:
...

Statistics:
Ability Scores
STR: 16 (+3) = 16
DEX: 20 (+5) = 18 +2(pdlz)
CON: 18 (+4) = 16 +2(pdlz)
INT: 15 (+2) = 15
WIS: 16 (+3) = 16
CHA: 16 (+3) = 18 -2(pdlz)
Creation: rolled

Size: Small
Speed: base: 30', actual: 30'
Vision: Low-light 2x

Deity: none
Home territory: Q'Barra (though self-exiled)
Association/tribe: Tribe Shynklyr, and ex-Black Mambas

Languages: Draconic(r), Common(r), Halfling(a), Sylvan(a)

Favoured class: Rogue

Archtypes used: 0 (race)

Skills:
*+Acrobatics: 13 = 1(ranks) +5(Dex) +3(class) +4(pdlz)
*+Appraise: 2 = 0(ranks) +2(Int)
*+Bluff: 7 = 1(ranks) +3(Cha) +3(class)
*+Climb: 7 = 1(ranks) +3(Str) +3(class)
*+Craft (Untrained): 2 = 0(ranks) +2(Int) [1sp / day]
*+Diplomacy: 3 = 0(ranks) +3(Cha)
*Disable Device: 9 = 1(ranks) +5(Dex) +3(class)
*+Disguise: 3 = 0(ranks) +3(Cha)
*+Escape Artist: 9 = 1(ranks) +5(Dex) +3(class)
+Fly: 5 = 0(ranks) +5(Dex)
Handle Animal: --
+Heal: 3 = 0(ranks) +3(Wis)
*+Intimidate: 3 = 0(ranks) +3(Cha)
*Knowledge (dungeoneering): --
*Knowledge (local: Q'Barra): 6 = 1(ranks) +2(Int) +3(class) taken for background
*Linguistics: --
*+Perception: 7 = 1(ranks) +3(Wis) +3(class)
*+Perform: 3 = 0(ranks) +3(Cha)
*Profession (none): --
+Ride: 5 = 0(ranks) +5(Dex)
*+Sense Motive: 3 = 0(ranks) +3(Wis)
*Sleight of Hand: 9 = 1(ranks) +5(Dex) +3(class) [+2 concealing daggers]
Spellcraft: --
*+Stealth: 14 = 1(ranks) +5(Dex) +3(class) +4(pdlz) +1(trait:stowaway) additional +5 when not wearing clothing or armour
+Survival: 4 = 0(ranks) +3(Wis) +1(trait:stowaway)
*+Swim: 7 = 0(ranks) +3(Str) +4(pdlz)
*Use Magic Device: 7 = 1(ranks) +3(Cha) +3(class)
* = class skill
+ = untrained

Skill ranks per level
Rogue: 8 + Int

Special qualities and feats:
Racial abilities
  • Ability Scores: +2 Dex, +2 Con, -2 Cha
  • Armour Proficiency: No armour or shield proficiency
  • Chameleon Skin: When not wearing armour, robe, other covering clothing. Scales can adjust colours to blend in with surroundings. +5 to Stealth checks
  • Hold Breath: Hold breath for 4x Con score, before risking drowning
  • Languages: start: Draconic, Common; Additional: Halfling, Sylvan
  • Low-light vision: see 2x as far as humans do in dim conditions
  • Natural Armour: +3 AC
  • Natural Weapons: 2 claws (1d3), bite (1d3)
  • Poison Use: Trained in poison use, can't accidentally poison self when poisoning weapon. Poisons: Common including black adder, blue whinnis
  • Racial Skills: +4 Acrobat and Swim.
  • Size: Small: +1 AC, +1 attack, +4 Stealth checks, -4 grapple, 3/4 of medium for lifting and carrying limits
  • Speed: walk 30'
  • Type: Monstrous Humanoid (Reptilian)
  • Weapon Proficiency: Proficient with bolas, net

Class abilities

  • 1: Armour Profeciency: light armour and no shield proficiency
  • 1: Bonus Feat: Sixth Sense: Conditions: surprise rounds; traps: Effect: +1 dodge bonus to AC and Reflex save; +1 bonus to initiative. Additional Conditions: all rounds including surprise. Additional Effect: extra +1 per 4 Perception ranks, maintain bonus to AC for confirming critical hits against you.
  • 1: Talent: Assassination discipline: Effect: gain pool of discipline points (points = ½ rogue level + (Cha or Int: choice at taking talent) mod, min: 1); jumps are treated as running start when using Acrobat skill checks; at rogue level 10, jumps using Acrobatic skill checks reduce DC by half (though can't move further than speed allows). Activate: swift. Additional effect: while performing full attack, make 1 additional attack at highest attack bonus. Additional effect: increase speed by 20 feet for 1 round. Additional effect: +4 insight bonus to Stealth checks for 1 round. Cost: free for basic effect; 1 discipline point for each additional effect. Special: discipline pool size = total of all other class levels that provides discipline pool, and only one ability mod is applied. Restrictions: each morning after 8 hours rest or meditation replenishes, does not need to be consecutive.
  • 1: Weapon Proficiency: all simple weapons, hand crossbow, rapier, sap, shortbow and sword sword

Feats

  • 1: Point-Blank Shot: Conditions: ranged weapons up to 30 feet. Effect: +1 bonus on attacks and damage rolls
  • 1 Gesalted: Precise Shot: Conditions: ranged weapons. Effect: attack opponent engaged in melee without taking -4 penalty on attack rolls. Normal: see normal rules on effects of cover and concealment in Combat

Traits

  • Trait: Ambidexterous: reduce penalties by 4 on attack rolls for fighting with two weapons
  • Trait: Stowaway: +1 on Stealth and Survival checks

Limited use abilities:
Daily:
Kai pool: 0/3

Defences:
HP: 12 / 12
AC: 19 = 10 +0(armour) +0(shield) +5(Dex) +1(size) +3(natural) [+1 surprise round]
FF: 14
Touch: 16 [+1 surprise round]
Initiative: +5 = +5(Dex) [+1 surprise round]
CMD: 17 = 10 +0(BAB) +3(Str) +5(Dex) -1(size)

Extras:
Grappling: -4 penalty due to size

Saves
Fort: +4 = 0(base) + 4(Con)
Ref: +7 = 2(base) + 5(Dex) [+1 surprise round]
Will: +3 = 0(base) + 3(Wis)

Offence:
BAB: +0
CMB: +2 = +0(BAB) +3(Str) -1(size)
Attacks (melee): +4 = +0(BAB) +3(Str) +1(size) [two-weapon fighting reduce penalty by 4]
Attacks (range): +6 = +0(BAB) +5(Dex) +1(size) [+1 range <= 30"]

Melee (small)
Unarmed Strike: 1d2+4; x2; type: B (fist); nonlethal
Claws: (full x2); 1d3+4; 20; type: S
Bite: (full only) 1d3+4; 20; type: P
Dagger: 1d3+4; 19-20/x2; type: P / S
Katana: 1d6+4; 18-20/x2; type: S; special: deadly (+4 on dmg for Fort save DC)

Range (small)
Blowgun: 1; x2; type: P; range: 20'
Bolas: 1d3; x2; type: B; range: 10'; special: nonlethal, trip
Dagger: 1d3 [+1 range <= 30"]; 19-20/x2; type: P; range: 10'
Shortbow, arrow: 1d4 [+1 range <= 30"]; x3; type: P; range 60'

Spells:
None

Equipment:
Encumbrance
Light: 57 (64.5 backpack masterworks)
Medium: 114.75 (129.75 backpack masterworks)
Heavy/Overhead: 172.5 (195 backpack masterworks)
Max lift: 345
Push/Pull: 862.5

Weight calculations done in spreadsheet

Body
Outfit: Belt, Hooded Cape (mostly tied to backpack)
Armour (over outfit): None
Back: Backpack (small)
Back: Katana (small) (backpack side)
Back: Quiver (small) (backpack side), arrows 20
Back: Shortbow (small)

Outfit
Backpack (back)
Dagger (small) (left side) 2
Dagger (small) (right side) 2

Backpack
Dagger (small)
Pouch
Bedroll (small)
Blanket, winter (small)
Blowgun (small)
Bolas (small)
Darts, blowgun 20
Thieve's Tools
Chalk 5
Mirror, small steel
Rations, trail per day 7
Canteen
Fishhook 2
Flint and Steel
Sack (small)
Silk rope
Vial 2

Pouch
Coin, copper pieces 5
Coin, gold pieces 2
Coin, platinum pieces 3
Coin, silver pieces 5

Total weight carried: 23.25 lbs
Current load: Light

Storage (camp, room, wagon, etc)
None

Special items

  • None

Notes

  • None

Group equipment
None

Description:
Height: 3' 0"
Weight: 42 lbs
Gender: Female
Eyes: Yellow
Hair: None
Skin: green/yellow scales
Dominant Hand: Right
Age: 15 Max:40

Appearance
She often wears no clothing, other than a hooded cape when needed. Preferring to use her chameleon ability to blend in with her surroundings.
Good image of what she looks like with some gear Poison Dusk Lizardfolk image

Personality
Most importantly she does not believe in killing the innocent children, though exceptions are killing known outright evil child and any personal threats to her.
She is polite, respectful, determinant, patient, pragmatic, helpful and motherly

Background:
After a day travelling alone, Zakmakiv eventually got the fort as the sun was setting. She quickly picked up pace to get to the gates of the fort before they closed them for the night. She pulled back her hood, and kept her hands clearly visible for the guards to see as she approached.

A large construct stood proudly in the middle of the gate, looking down at her, clearly indicating she shall go no further. As the construct was to speak she spoke out loudly making sure the construct could hear her, "I here to apply for a position in a squad. Saw advert in Gatherhold for recruits."

After a long pause, the guard lifted the left arm to point to the left with the hand, "Recruitment office to the left, the second door on your right.". She turns her head to see where the guard was pointing too. As she took one step forward, she found she just walked into the quickly lowered arm of the guard. Looking up at the construct, "The office is closed for the night. You can sleep in the lit corner of the courtyard over there." She her eyes following the right arm holding an enormous sword pointing in the direction of the well lit corner.

She gave a nod and then proceeded to walk to the corner, only to hear the guard speak for the final time, "Only there. No wondering allowed." As she walked she quickly scanned the high walls and visible buildings. She quickly counted four guards on the walls positioned to view the courtyard. Thinking to herself, "Guess no sneaking about tonight."

A she was the only one so far to arrive at the fort at sunset, she quickly picked the corner to roll out her bedroll and placing her backpack in the corner. Sitting on her bedroll, she ate one of her rations thinking about her past and her journey here.

Her journey started about fifteen years earlier, not in Karnath of Mournland, but in the far away lands of Q'Barra, particular in the Basura swamp. Deep within this large swamp area the Siraski poison dusk tribe have made their village home above the swampy dark waters in the mangrove trees.

She hatched from her egg in the warm sunlight coming through a window of the hatchery hut, only to be picked up swiftly by an elder mother, whose duty was to look after the village eggs until the tiny poison dusks were born. She was spun around as she was inspected for any deformities, before being placed into a basket to be taken to elders. She was placed on the ground with a few trinkets around her and bits of fish with water also provided. After observing her activity of fiddling with the trinkets after eating the fish, they decided to call her Zakmakiv, bright one of the sun.

As Zakmakiv grew she made her elders proud of naming her Zakmakiv for she was indeed much more intelligent than the average poison dusk. She learnt rather quickly, being annoyance to her older elders many times wanting to know more. They were patient with this rather knowledge hungry child, for the wise elders knew that coaching her to develop good social skills, she would become less of a nuisance as she learnt new knowledge from them.

When not learning from her elders Zakmakiv enjoyed playing with her siblings or helping the elder mothers at the hatchery and looking after the very young ones. Playing with her siblings and other children amongst the trees and in the known safe water areas below. She took pride in looking after the young ones, teaching them of the dangers of the swamp while keeping them safe from harm. Often about she would take injury from a broken branch, thorns, stings and bites, yet she recovered very quickly and was less affected by the poisons of the swamp. While she looked after the young ones, she would often dream that one day she would also produce eggs herself and raising her very own family.

Many years earlier when the humans began to settle within the lizardfolk territory, there was many clashes between the lizardfolk and humans. As the humans established more settlements and moved deeper into their territory, the lizardfolk realized they had to become more organized. So amongst the various lizardfolk tribes training camps was established focussing on various combatant skills. The Siraski tribe was exceptional skilled at moving quickly through the difficult terrain of the swamp safely and silently, avoiding many of the dangerous features of the dark swamp at the ground-water level and the brighter tree top level, such as quicksand, poisonous monsters and plants, flying predators, and the like. They were skilled at setting up traps and carrying out ambush attacks on the unsuspecting. These skills lead to the Siraski elders deciding on the formation of the Black Mambas, skilled assassins, as their contribution to the lizardfolk resistance to the human invasion. They accepted all lizardfolk from other tribes in addition to her own tribe, those who showed some potential of being trained.

When she was twelve years old, the elders also noted already she was indeed far more agile and nimble than the rest of the tribe, in addition to being very intelligent with ever growing wisdom. So the elders decided to enlist her into the Black Mambas, to be trained as an assassin. She learnt how to use deadly poisons. How to move even more silently and move acrobatically across challenging obstacles. Taught of the evil humans that need to be exterminated. As they progressed in the training the more difficult the challenges became, often resulting in death of a trainee or two out of a group. No one argued the fact, accepted it as part of becoming an assassin. Being physically and mentally stronger than her peers and very well self disciplined, she rapidly excelled through her training to the surprise of her elders. Eventually she she came to her final task of her training. To kill a human settler. She went to the closest settlers village, where she waited for two days before picking her target and killing the fisherman without raising an alarm. Upon returning to the training camp, she was greeted by her elders on a successful completion of her training, and officially becoming a Black Mamba for the tribe and lizardfolk as a whole.

For her first assignment of being an assassin, Zakmakiv was give the task of assassinating a high level individual, Listan Bredus, living in Adderport. After a few weeks travelling through the swamp and jungle she arrived at Adderport. She stayed hidden on the edge for a few days observing the movement of the town guards at night, venturing ever deeper as the days went by, listening to the locals of Adderport to learn more about the town, and most importantly where the high profile people live, particular Listan. After a few days hiding in the shadows by the taverns, she discovered to her surprise that Listan was indeed a young child of about half her age.

Her motherly instinct and her memories of caring of the innocent younger one she looked after came forth in her mind. She became angered at her elders for giving her an assignment to kill an innocent child. She refused to carry out the assassination and immediately returned to the jungle on the outskirts of Adderport to think out her situation. She also realized assassinating the young child would only infuriate the humans, and the human leaders would immediately launch an attack on the lizardfolk. Was this the intended reaction the lizardfolk was hoping for? She did not know. To her that result could be also achieved by not killing a child. She also realized she would be severely punished for not even attempting to assassinate Listan, so going home was no option either. All she knew she had to flee her birth lands.

Zakmakiv remember from her studies that to the west of their was the huge mountains that formed the western boundary of their land of swamps and jungles. All she knew that few lizardfolk had ventured beyond the mountains for the terrain beyond was much drier, very little vegetation was present. So she first headed towards Newthrone at night moving at the jungle's edge. Once at Newthrone she followed the river Adder to Whitecliff at the edge of the jungle with the looming mountains before her. She spent a few days sneaking about the mostly at dusk to the taverns to learn of safe routes over the mountains. One the forth night she discovered that a caravan was heading over the mountains to Gatherhold. Being still too close to her lands, she opted not to reveal herself to the caravan travellers, so word would not reach home of her recent location. She instead followed the caravan from a short distance. This tactic was sufficient to get her safely over the mountains, until she saw the next obstacle before her, the desert. She did not realise how much drier it was on the other side of the mountains, so much that it was completely devoid of plant life, besides being much drier and hot.

Remaining in the shade of a stone over hang with caravan in her sight, eventually she decided to take a gamble, to approach the caravan and offer her assistance to defend the caravan. She pulled back her hood, and kept her hands devoid of any weapons as she approached the caravan, for she had observed many of the caravan's guards to be human, her taught enemy from her Black Mamba training. She cautiously approached the caravan, calling out from a distance to show she was not sneaking in and being of no threat to them. She ensured she hide her smaller weapons from view, her katana sheathed and her light crossbow slung over her back.

She was greeted by the caravan leader, with plenty weapons pointed in her direction. She used her social skills to persuade them, that in exchange for safe passage and some food to Gatherhold she would help guard the caravan. They agreed, of course, she was to be with two guards at all times until such time they believed her to telling the truth of only travelling to Gatherhold, and not part of some scheme to raid the caravan. She decided she would remain with at least one guard at all times to prove she was no threat for the entire journey.

As Zakmakiv travelled with the caravan so queried about job opportunities in the military, as a bodyguard, or mercenary. When the caravan arrived in the small town of Gatherhold, she went to the market to see the noticeboard for available jobs. There she spotted a recruitment advert for the Sellsword Syndicate, a mercenary company in Karrnath. Not just in search of usual foot soldiers, but also of skilled persons in different arts of combat. She wrote down the details of where to go, then quickly looked for other people travelling in the same direction for most of the way, offering to provide protection in exchange of travelling with. She departed her fellow travellers when she was close to Sellsword Syndicate home base, heading towards Mournland.

She awoke the next morning at the change of the guard, she packed her backpack before moving to the closed door of the recruitment office. There she waited in silence looking about seeing the type of individuals that make up the company. What felt like an eternity the door finally opened. She lifted her chin up and proudly marched into the room only to see an imposing figure sitting at a table before her. Speaking with confidence, "I am Zakmakiv. I am here to enlist my services to your organization."

A few days later the sight of the impressive city of Sharn appeared on the horizon. She was delighted with joy for the city represented the start of her squad's assignment. The assignment seemed simple enough, to be part of the security detail hired to protect the airship on it's journey to Xen'drik.

She looked towards the large city, speaking softly to her squad leader, "Hope you know where the airship we have travel on..."

Adventure history:
Experience: 0 / 2000
  • 0 xp: Adventure starts in Sharn of Breland.

Notes:
  • Future possible feats: Dodging types, assassin based talents

Animal Companion/Familiar:
None