Palaveen

Zakon Shkeles's page

146 posts. Alias of TheBobJones.


Race

| HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8

Classes/Levels

| Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none

Gender

Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6

About Zakon Shkeles

Zakon Shekles
Male daemon-spawn tiefling investigator (empiricist) 6/magus (esoteric) 6/gestalt 6 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 120, Pathfinder RPG Ultimate Magic 9)
LE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor; +2 deflection vs. evil)
hp 43 (6d8+10)
Fort +7, Ref +6, Will +6 (+2 save vs. illusion and disbelievable effects); +2 resistance vs. evil
Defensive Abilities trap sense +2; Resist cold 5, electricity 5, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Melee unarmed strike +8 (1d8+4) or
. . silver spiked gauntlet +7 (1d4+2)
Ranged cold iron javelin +4 (1d6+3)
Special Attacks arcane pool (+2, 7 points), magus arcana (arcane accuracy[UM], spell shield[UM]), spell combat, studied combat (+3, 4 rounds), studied strike +2d6, unarmed spellstrike
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—death knell (DC 12)
Magus Spell-Like Abilities (CL 6th; concentration +12)
. . 1/day—tattooed spell
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +12)
. . 2nd—elemental touch[APG], false life, invisibility, vine strike (DC 16)
. . 1st—disguise self, enlarge person (DC 15), long arm[ACG], shield, true strike
Magus (Esoteric) Spells Prepared (CL 6th; concentration +12)
. . 2nd—bladed dash, frigid touch[UM], mirror image
. . 1st—chill touch (DC 15), shocking grasp, stone fist[APG], vanish[APG] (DC 15)
. . 0 (at will)—arcane mark, detect magic, light, prestidigitation
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Statistics
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Str 16, Dex 11, Con 12, Int 18, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 17
Feats Combat Casting, Extra Investigator Talent[ACG], Feral Combat Training[UC], Heighten Spell, Improved Unarmed Strike, Power Attack, Tiger Style[UC], Weapon Finesse, Weapon Focus (tail slap)
Traits chance savior, desperate focus
Skills Acrobatics +8, Appraise +8, Bluff +4, Climb +7, Craft (alchemy) +13 (+19 to create alchemical items), Diplomacy +4 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +20, Disguise +4, Escape Artist +5, Fly +7, Intimidate +4, Knowledge (arcana) +11, Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +13, Sense Motive +8, Sleight of Hand +6, Spellcraft +13, Stealth +4, Swim +7, Use Magic Device +10; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Daemonic, Draconic, Elven, Infernal, Orc
SQ alchemy (alchemy crafting +6), ceaseless observation, inspiration (7/day), investigator talents (intelligence inspiration[ACG], mutagen[UM], quick study[ACG]), keen recollection, ki arcana, mutagen (+4/-2, +2 natural armor, 60 minutes), prehensile tail[ARG], trapfinding +3
Other Gear mithral chain shirt, cold iron javelin, silver spiked gauntlet, +1 amulet of mighty fists, cloak of resistance +1, headband of vast intelligence +2, alchemy crafting kit[APG], book lariat[ACG], investigator starting formula book, magus starting spellbook, masterwork thieves' tools, 1,169 gp, 1 sp
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Tracked Resources
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Arcane Pool +2 (7/day) (Su) - 0/7
Cold iron javelin - 0/1
Death Knell (1/day) - 0/1
Inspiration (+1d6, 7/day) (Ex) - 0/7
Tattooed Spell (Shocking Grasp, 1/day) (Sp) - 0/1
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Feral Combat Training (Tail slap) Use Improved Unarmed Strike feats with chosen natural weapon.
Heighten Spell Increases spell level to effective level desired.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Ki Arcana (Su) You can use your arcane pool points as ki points.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Study (Ex) Use studied combat as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +4 (Su) 1 Arcane Pool: +4 to AC until the end of your next turn.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Tattooed Spell (Shocking Grasp, 1/day) (Sp) Prepare selected spell without needing spellbook, cast once per day.
Tiger Style Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unarmed Spellstrike (Su) Deliver touch spells as part of an unarmed attack.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

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Background:
Life has not been good to Zakon Shkeles. Life had never been good. Why should today be any different?

Beginning with his unknown, unnamed father, a random sub-lieutenant serving in the Corentyn Navy like all able-bodied Corentyners, who just couldn't grind out his service like everyone else. No, he needed to be important. Distinguished. Superior.

Bah! He was just a pervert.

That fateful day when he spied her arriving like so many others into the Slave Quarter, but something was different. Something make her stand out. At least to him and his damaged brain. High upon the ramparts of Castle Issono he saw her and couldn't look away. Leaving his post, he made his way down to the slave pens within sight of the Arch of Aroden. There he broke more laws than coins in his pocket, stealing her from her owner.

Fleeing, he thought himself safe in Gallows Walls. But he wasn't. Whoever stole her virginity that night, be it human or demon spawn, none could tell for certain until nine long months later as Zakon was whelped into this world. His father, who he would never meet, lived for less than an hour after his mother was violated. The Hellknights of the Order of the Chain dealt swiftly, and unmercifully with all who flaunt Cheliaxian Law. His father's body swung from the boughs of the tree whose roots cradled his mother as he was conceived.

No longer worthy, and now with child, his mother was cast out into the whorehouses of West Drenches. She worked until her condition was apparent to all. After Zakon was born, she quickly returned to work.

A small group of Corentyners still loyal to Aroden fostered the unholy creation of that viscous union. His mother tried to give his foster family a few coins in the beginning, but that quickly ended with her visits coming less and less frequently until they ceased entirely.

Different from many in the hovel he grew up in, it was only a matter of time until Zakon took to the streets himself. Quick witted and unnaturally strong, he avoided much of the bullying unique individuals like him so often encounter. Those foolish enough to try soon learned of his unique appendage. The lash of his tail whip was strong enough to deter all challengers. Like his father before him, Zakon placed little importance upon the law, even with the ever present and unrelenting Hellknights. Quickly making inroads in the corrupt and largely ineffectual Town Guard, he was afforded a freedom few in Corentyn knew. It was under that lax eye that Zakon cast his first spell from a confiscated spellbook. This was miraculous considering the harsh penalties for casting a spell outside of Zilthuras Demestrio's Esoterium Lodge. If caught, not only would the spellbook be burnt, as it should have been originally, but he would have had his hands broken.

Enrolling in classes at the Esoterium, he was given an unappreciated apprenticeship. Dabbling in alchemical arts, training in his esoteric hand to hand combat, he was quickly expelled. Drawing too much attention to himself, he knew it was only a matter of time before he suffered the same fate as his father at the hands of the Hellkights. Once again appealing to the emotional side of his foster family, a family he hadn't seen in years, they arranged passage out of Corentyn.

Urdun Gravelhands, a blacksmith from Easttown with an eye for the swill in the Drenches, was tapped to help the tiefling flee along with a collector that needed a quick escape, Professor Lorrimor. In the dark of night, bobbing along past the Naval Yard, the Professor tipped himself into the frigid waters. In an uncharacteristic bout of compassion, Zakon hoisted the Professor by the shirt collar onto the boat. After a frigid night on the water, the two traveled together for a few weeks before parting ways.

The tales that can be told since the friends parted ways can fill volumes, until that fateful day when the followers of The Whispering Way caught him. Captivated by his magical and marital abilities they began conducting gross experiment after gross experiment, Zakon clung to life vowing that the day he was cut down would be they day that he was finally able to extract revenge on this undead cult.

*Much of the material has been taken from Pathfinder Chronicles: Cities of Golarion, pages 14-23.