About Zandru the UnbornName: Zandru the Unborn
PBP experience is very limited, I am in only one campaign and that one was specific for people that had no active games online. Stats:
Stat Score Mod STR------11------(+0) DEX------14------(+2) CON------12------(+1) INT------12------(+1) WIS------10------(+0) CHA------18------(+4) Skills:
-------------------------- Skills -------------------------- Skill-------------------Total----Rnk-----Stat-------Msc Acrobatics----------------1-------0.0------2---------3 Acrobatics-(Jump)---------5-------0.0------2---------7 Appraise-----------------5--------1.0------1--------3 Bluff--------------------4--------0.0------4--------0 Climb---------------------3-------0.0------0---------3 Craft-(Untrained)--------1--------0.0------1--------0 Diplomacy----------------8--------1.0------4--------3 Disguise-----------------4--------0.0------4--------0 Escape-Artist-------------1-------0.0------2---------3 Fly-----------------------1-------0.0------2---------3 Heal---------------------0--------0.0------0--------0 Intimidate---------------4--------0.0------4--------0 Perception---------------0--------0.0------0--------0 Perform-(Untrained)------4--------0.0------4--------0 Ride---------------------0--------1.0------2---------3 Sense-Motive-------------0--------0.0------0--------0 Spellcraft---------------5--------1.0------1--------3 Stealth-------------------1-------0.0------2---------3 Survival-----------------5--------1.0------0--------4 Swim----------------------3-------0.0------0---------3 Traits:
Magical Lineage (Mage Armor): One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Mage Armor, treat its actual level as 1 lower for determining the spell's final adjusted level. Pioneer (Survival): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's vengeance, you've joined the expedition into the Stolen Lands. You begin play with a horse.
Feats:
-------------------------- Feats --------------------------- Cosmopolitan (Survival, Diplomacy) You gain two languages of your choice. In addition, choose two Intelligence, Wisdom, or Charisma based skills. Those skills always count as class skills for you. Extend Spell
Combat Info:
-------------------------- Combat -------------------------- ----Total-/-Touch-/-Flat-Footed AC:-12----/-12----/-10 Initiative:---+2
Fortitude:----+1
Unarmed-attack:
Dagger:
Dagger-(Thrown):
CMB +0; CMD 12
Special Abilities:
--------------------- Special Abilities -------------------- Bloodline Arcana: Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature. Cantrips: You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Bloodline Powers: You reach out into and through the world of dreams to touch the minds and destinies of those around you. Dreamspun Bloodline: Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure. Lullaby: (Sp) At 1st level, you can use lullaby as a spelllike ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4. Equipment:
--------------------------Equipment------------------------- Name--------------------------------------------QTY LBS Outfit-(Cold-Weather)----------------------------1------7lbs- Special:--+5-circumstance-bonus-on-Fortitude-saves-vs-cold-weather Waterskin-(Filled)-------------------------------1------4lbs Backpack-(26-lbs.) ---Bedroll---------------------------------------1------5lbs ---Blanket---------------------------------------1------1lbs ---Outfit-(Explorer's)---------------------------1------8lbs ---Rope-(Hemp/50-ft)-----------------------------1------10lbs Spell-Component-Pouch-(2-lbs.) Horse-(Light)-(0-lbs.) ---Saddle-(Riding)-------------------------------1------25lbs ---Bit-and-Bridle--------------------------------1------1lbs ---Saddlebags------------------------------------1------8lbs Saddlebags-(208-lbs.) ---Feed-(Per-Day)--------------------------------20-----200lbs Total-weight-carried:- Current-load:---------Medium Encumbrance-40-lbs. Light:--38 Medium:-72 Heavy:--115 Spells:
--------------------------- Spells -------------------------- Sorcerer Spells Level 0
Light (Evocation)
Prestidigitation (Universal)
Ray of Frost (Evocation)
Level 1
Mage Armor (Conjuration)
Description:
------------------------ Description -----------------------
Background:
Zandru Eyes open blearily, seeing the horse that licks his face. Pain lances through his body as he moves. "What happened, Happy?" The nickering does sound like human laughter but provides no answers.He turns and sees the burning caravan that was the only home he ever knew. A cry of anguish wrenches free from his throat as he remembers the bandits, taking the caravan, and torturing his family to death. The early attack had left him for dead and in every way but merciful he was dead unable to help, or flee, or even cover his ears. He steels himself and stumblingly checks the camp for survivors. The mangled bodies of friends, parents, sisters, brothers, and cousins that died slowly, horribly is his only reward. He struggles to mount Happy, and rides away never looking back. A temple in the distance, failing of strength, Zandru heads toward it. A priestess, scant of clothing, sees him. He wakes in a bed, water is offered. The priestess listens to his tale. "This is a temple of Calistria , Goddess of Vengeance, pray to her for what you seek, it is no accident that you are here." Zandru recovers. Before he leaves he vows, "Calistria, Goddess of Vengeance, hear my plea, and vow. All bandits must pay for the evils they do, while bandits roam free in the lands called Stolen by some, I devote my life to pain and destruction of those who take, give me vengeance, I give you my life." As soon as he arrives in Restov, an opportunity opens to him; now it's the bandits that should be afraid. Zandru was a happy boy, the son of a harrower of a Varisian caravan that frequented Brevoy. He was born with his mother's powers, learning to master them as she taught. That ended one terrible day near the Stolen Lands.Zandru now the unborn is on a personal mission of vengeance. This is not a tale of redemption * but of mayhem to come. * yep that's a cheesy steal :) |