Verik Vancaskerkin

Zanith Selrios's page

88 posts. Alias of Lukan Swane "Swaney".


Full Name

Zanith Selrios

Race

Human

Classes/Levels

Witch 5 (Hedge Witch)

Gender

Male

Size

Medium

Age

21

Alignment

CG

Languages

Common, Halfling, Gnomish, Dwarven, Draconic, Elven, Goblin, Sylvan, Giant, Celestial

Strength 10
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 12

About Zanith Selrios

+8 Initiative, +2 BAB

+2 CMB (+2 BAB,+0 Size)
+15 CMD (+2 BAB,+2 Dex, +0 Size, +1 Ring of Protection)

+3 Masterwork Quarterstaff (+2 BAB, +1 MSWK) Damage: (1d6) (Critical x2)
+5 Light Crossbow (+2 BAB, +2 Dex, +1 MSWK) Damage: (1d8) (Critical x3) Range: (80')
____________________________________________________________
Defense:
____________________________________________________________
Current hp:36
Max hp: 36 (Levels: 6,3,5,6,6; Con: +10)
AC 17 (+2 Dex, +1 Ring of Protection, +4 Mage Armor)

+3 Fort (+1 base, +2 Con)
+3 Ref (+1 base, +2 Dex)
+4 Will (+4 base)

Concentration: +14 (+5 Caster Level, +5 INT, +4 Combat Casting)

Basics:
AC: 13
Touch: 12 Flat: 11
CMD: 14

HP: 36/36

BAB: +2
CMB: +2

Fort: +3
Ref: +2
Will: +4

Init: +8
Speed: 30'

Concentration: +14


Silvermane:

Horse, Light, Combat Trained
Init+2; Senses: low light vision, scent, Perception +6
AC 11, touch 11, flat footed 9
hp 15
Fort +6, Ref +5, Will +1
Speed: 50 ft.
Melee: 2 hooves -2 (1d4+1)
Statistics: Str 16, Dex 14, Con 17, Int 3, Wis 13, Cha 7
BAB +1, CMB +5, CMD 17 (21 vs. Trip)

Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Class Features:
Spells

A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips

Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Patron Spells

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Witch’s Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Spontaneous Healing (Su)

A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

This replaces the witch’s hex gained at 4th level.


Patron:

Healing: 2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse, 12th—pillar of life, 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection.

Familiar:
Hawk (Lyra)
HD: 5
HP: 12/12
BAB: +2
2 Talons: +5 (1d4-2)
AC: 18, Touch: 15, Flat-footed: 15
CMD: 11
Stats: Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7
Fort:+1
Ref:+4
Will:+5
Skills: As PC or Animal (Fly +7, Perception +14)
Speed: 60 Flight/ 10 Normal
Empathic Link (Su)

The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells

Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su)

If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Speak with Master (Ex)

If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Traits:

Reactionary
Without A Past (Linguistics)

Feats:
Human: Extra Hex: Cauldron
1: Altertness (Next to Familiar)
1: Scribe Scroll
3: Combat Casting
5: Improved Initiative

Hexes:

Feat: Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

1: *Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks (see FAQ below.)

2: Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

4: <Alternate Class Feature>


Basic Attacks:


Skills (*Class Skill, #Trained):
Level 1: 2+INT+Favored+Human=9
Level 2: 2+INT+Favored+Human=9
Level 3: 2+INT+Favored+Human=9
Level 4: 2+INT+Favored+Human=9
Level 5: 2+INT+Favored+Human=9
Total: 45
+2 Acrobatics
+5 Appraise
+1 Bluff
+0 Climb
+17 Craft (Alchemy)*# (5)
+1 Diplomacy
+1 Disguise
+2 Escape Artist
+10 Fly*# (5)
+8 Heal* (5)
+1 Intimidate*
+13 Knowledge (Arcana)*# (5)
+13 Knowledge (History)* (5)
+9 Knowledge (Nature)*# (1)
XX Knowledge (Planes)*
XX Profession*
+12 Linguistics*# (4)
+5 Perception# (5) (+3 in Bright Light)
+1 Perform
+2 Ride
+0 Sense Motive
+13 Spellcraft*# (5)
+2 Stealth
+0 Survival*
+4 Swim
+9 Use Magic Device* (5)

Equipment:
Gear
+1 Ring of Protection
Masterwork Quarterstaff (4lbs)
Explorer Outfit (8lbs)
Masterwork Light Crossbow (4)
20 bolts (2)
Handy Haversack: (5lbs)
4x Potion Cure Moderate Wounds (Level 1, 50g each=200g)
1x Potion Enlarge Person (Level 1, 25g)
1x Scroll of Remove Fear (Level 1, 12.5g)
1x Scroll of Unseen Servant (Level 1, 12.5g)
1x Scroll of Gentle Repose (Level 5, 125g)
1x Scroll of Lesser Restoration (Level 1, 25g)
2x Scroll of Mage Armor (Level 1, 25g)
1x Scroll of Comprehend Languages (Level 1, 12.5g) X
Wizard's Spell Book
Bedroll
Healers Kit 10/10 Uses (+2 Heal)
4x Rations
Waterskin
Pouch, Spell Components
Ioun Torch
Tools, Surgeon’s (+3 to heal w/ Healer’s kit)
23/38lbs
Money
PP:
GP: 5
SP:
CP:

Appearance/Personality:
Dark, mysterious, and hansom, Zanith is naturally attractive, but he is not persuasive or a leader. His speech is timid and he struggles not to make eye contact out of fear that his secret may be revealed. Of average build he easily blends in with most crowds. He wears light clothing, tailored for trips through the Witchwood and attempts to blend in with the locals.

Background:

The silence of the night was broken. The large wooden door to Zanith’s dorm slung open, slamming against the cobblestone wall behind it. His father stood in the doorway, a bleeding man slung over his shoulder. The trail of blood could be clearly seen behind the two.

”Zanith! I need your help!”

The young man looked to his roommate and then back to his father, perplexed and not knowing what was happening. The initial stun wore off quickly and he sprung to the side of the dying man. His falcon, Lyra screeched in excitement while his red-headed roommate incessantly asked what was going on. Zanith’s hands shown in a golden light as he touched the dying man, the wounds slowly closing, but the dagger wounds were deep. Too deep.

“He’s going to die father. There is nothing more I can do.” Zanith slumped his shoulders forward in defeat after he spent the last of his healing energies. Out of the corner of his eye, he glanced at the young man still in his bed, who was stunned and astonished. Looking up at his father he just shook his head, ”Why’d you bring him here? What is going on?”

His father dug in the man’s breast pocket and pulled a silver metal badge. Inlayed in the badge was the outline of a snake on a shield. Lifting it towards his son he began to speak quietly and calmly as if here were a man who had accepted his near death. ”I’m sorry. I always knew something was wrong. We were walking home from a Merchant Council meeting when we were attacked by thieves. We fought them back, but this man took the brunt of the attack.” Zanith notices the blood streaming down from a cut above his father’s eye. ”I had struck a deal with this man. I offered him a large sum of gold to tell me what he knew. Unfortunately he could not tell me, but I know the truth now. This badge has revealed everything.”

Zanith shakes his head, ”What are you talking about? What is going on?”

”Lady Verrasa Kaal has been working with the Aspis Consortium it seems…”

Both father and son jump at the sound of metal boots clanking against the cobblestone in the hallway. Before they can react, a small contingent of guards rushes into the room and demands their surrender. Not acting quickly enough, the two are hit with the guard’s pommels and fall the floor.

This was a quick end to a long line of very successful merchants, the Selrioses. His father was left to rot in prison. He was pegged as an agent of the Aspis Consortium and traitor to the kingdom.

Zanith’s cover was blown. Ten years earlier, Zanith’s father witnessed his son speaking to a hawk just outside of town. Continuing to watch from a distance, he saw as his son began to cast spells that no normal sorcerer could cast. It was a mix of the divine and arcane. His father knew that he had been touched by a strange and mysterious force. Arden enrolled his son in the wizard academy of Brindol, costing him a fortune. His father knew it was worth the cost. Concealing his son’s true nature was worth it, for if anyone discovered his son’s secret; he would be branded as a witch.

Lady Verrasa Kaal was cruel and knew the suffering faced by a life in prison would pale in comparison to branding Arden’s son a witch. She used his roommate as a witness and through her contacts had made Zanith’s face well-known. Zanith fell from wealthy lifestyle within the towers of the Brindol academy to the streets. He was beaten, insulted, and reduced to nothing more than a street rat. He couldn’t return to his mother for fear she would suffer the same so he decided to leave – to the west. He found refuge in Drellin’s Ferry.




notes:

1. Jorr Natherson: Friend; The Son of a Dragon, A brief account of a fiend known as Azarr Kul

For centuries, the dry and dusty Wyrmsmoke Mountains have been home to dozens of goblinoid tribes. Travelers skirted the goblin-infested hills by a generous margin, but the Wyrmsmoke tribes posed no significant threat to the nearby human townlands and settlements other than the occasional bloody raid. Yet, nearly over twenty years ago, the young half-dragon hobgoblin warrior Azarr Kul, awed by the teaching of Tiamat, the Queen of the Evil Dragons, abandoned Maglubiyet, the traditional deity of his people, and dedicated himself to leading the rest of his nation to Tiamat’s worship.

Azarr Kul grew into a powerful warlord and a mighty priest of Tiamat. Early in his rise to power he struck up an alliance with the blue dragon, Tyrgarun, his own sire. Aided by this powerful ally, Azarr Kull converted his entire tribe into fanatical worshipers of Tiamat. He renamed the tribe that had fallen under his wing the Kulkor Zhul and began to lay his plans for the conquest of Elsir Vale. However, these plans were cut short when Azaar Kull was slain in battle deep in the Wyrmsmoke Mountains by a small force known as the Lion’s Jaw, a group of elite fighters of the Brindol Lions.

J.Natherson. 25 Arodus 4706

2. Deitrovicca Manturiel, Professor of Arcane Studies : Friend.

3. Harmon Stipplelock, the headmaster of Brindol Academy : Dislike.

4. Narvak Kruel, the former guildmaster of the local thieve's guild : Friend.


Wish List: