Tulrin Endessell

Zarzuket "Shade"'s page

236 posts. Organized Play character for Edelsmirge.


Full Name

"Shade"

Race

Elf

Classes/Levels

Wizard lv 13, HP 107/107, Init +13, F +9, R +10, W +11, AC 17, CMD 19, Perc +18

Gender

Male

Size

medium

Age

144

Special Abilities

See Below!

Alignment

Chaotic Neutral

Deity

none

Location

Magnimar

Languages

see below!

Occupation

trap crafter

Strength 8
Dexterity 14
Constitution 14
Intelligence 29
Wisdom 10
Charisma 8

About Zarzuket "Shade"

AC 17, HP 13, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 = 107
Init: Divination +6, Improved Init +4, Dex +3 = +13
Saves F +9, R +10, W +11
BAB +6/+1

+4 to spell penetration checks (1d20+16)

concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. (add +4 on check)
(M
Long term spells: mage armor, false life, overland flight, nondetection, contingency with blink (if take any sort of damage or making any saving throw blink will come into effect), invisibility(ring)

Race: Elf
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Melee: Staff +6 1d6
Spiked Gauntlet +6 1d3
longspear +6 1d8

Range: longbow +9 1d8+1
60 arrows, cold iron sharpened by whetstone

4th lv +1 int, 8th lv +1 int, 12th lv +1 int

Feat: Toughness, spell focus Conjuration +1 DC
Augment Summoning
Spell Penetration
Bonus Improved Init
Improved Familiar: Lyrakien Azata
Greater Spell Focus conjuration +1 DC
10th Opposition research Abjuration
cornered Fury (free)
11th: Quicken Spell
Persistant Spell (free)
13th: Superior Summoning

Traits:
Observant. perception always class skill, +1
Desperate Focus +2 concentration check

Skill: rank ability trained total:
appraise 6 9 3 18
craft traps 9 9 3 21
knowledge arcana 9 9 3 21
knowledge dungeoneering 9 9 3 21
knowledge local 9 9 3 21
engineering 9 9 3 21
geography 9 9 3 21
history 9 9 3 21
nature 9 9 3 21
planes 8 9 3 21
linguistics 12 9 3 24
perception 12 0 6 18
spellcraft 8 9 3 20
Fly 10 3 3 16
UMD 12 -1 0 11

Equipment:
4x waterproof bags
4x scroll cases
1 x grapplehook tied to 100 ft tied silk rope
4 x belt pouch
4 x anti toxin
4 x anti plague
5 x alchemist fire
10 x oil
2 x waterskin, full
14 days iron rations
1 cold weather suit (free)
travellers outfit
5 smoke sticks tied to five tinder twigs
2 bags marbles
1 staff
whetstone
longbow
60 sharpened cold iron arrows
longspear
spiked gauntlet
2x spring loaded wrist shealths

Magic Items:
Ocher rhomboid ioun stone(feat:persistant spell)
Rune of life: effective con score for determining when you would die from hit point damage increases by seven.
Headband of Vast Intellegence +6 (36,000) (intell +2 sold back 2000, +4 sold back 8000) slot Headband
Escape Artist 12
Stealth 12
Bluff 12
Mask of the Mantis (6000 gp)head slot
A mantis mask has three daily charges. The wearer can spend a charge to gain:
darkvision to a range of 60 feet
the effects of see invisibility
the effects of deathwatch, or
a +5 competence bonus on Perception checks.
Once a charge is spent, the effect granted persists for 30 minutes before fading.
Multiple effects can be active simultaneously. Charges used replenish after 24 hours.

Ring slot 1: +2 ring protection (8000gp) (sold +1 1000gp)
Ring slot 2: Ring of Invisibility (20,000)
Unfettered Shirt (10000 gp) Torso slot
Sandals Quick Reaction (4,000) feet slot
Wand of Lesser Extend x2 (6000)
Con belt +2, dex +2 (10000) (+2 sold back 2000) belt slot
Cloak Resistance +3 (9000) (+1 cloak sold back 500, +2 2000) shoulder slot
Amulet of natural armor +2 (8000gp) (sold +1 1000 gp)
spellguard bracers (5000gp) wrist slot
The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.
Handy Haversack (2000gp)

Languages: Common (Taldan), elven, varisian, tien, osirin, undercommon, thassalonian, azlanti, abyssal, aklo, terran, aquan, ignan, auran
Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Spent on spellbook: 7,000 gp

Spells per Lv * = cast
0 4 detect magic, dancing lights acid splash, ghost sound
1st 4+3 obscuring mist x2, magic missle x4, Crafters fortune, <true strike>
2nd 4+2 glitterdust x2 (DC 23),false life#, summon monster II x2, flaming sphere, <see invisibility>
3rd 4+2 aqueous orb x2 (DC 24), non detection#, summon monster III x3 clairvoyance/clairaudience>
4th 4+2 acid pit (DC 26),dimension door, persistant glitterdust x2 (DC 23), emergency force sphere, summon monster IV <arcane eye>
5th 3+2 Quicken true strike, overland flight#, summon monster V x2, acidic spray (dc 27), *<telepathic bond>
6th 2+1 summon monster VI, disentigrate, greater dispel magic *<true seeing>
7th 1+1 summon monster VII, limited wish, <vision>

The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

DC 20 1st lv spellbook: Ear Piercing scream, obscuring mist, grease, silent image, true strike, magic missle, enlarge person, vanish, mount, shield, mage armor, liberating command, crafters fortune, loating disc
DC 21 2nd lv: scorching ray, web, create pit, mirror image, see invis, pyrotechnics, summon monster II, flaming sphere, levitate, glitterdust, suppress charm, invis, spectral hand, false life, protection from evil communal
DC 22 3rd lv: hold person, vampiric touch, stinking cloud, summon monster III, ablative barier, haste, slow, fly, fireball, sleet storm, resist energy communal, clairaudience/clairvoyance, blink, nondetection, aqueous orb
DC 23 4th lv: Black tentacles(25), enervation, mnemonic enhacer, boneshatter, emergency force sphere, dimension door, charm monster, phantasmal killer, summon monster IV, protection from energy communal, solid fog, arcane eye, acid pit (25)
DC 24 5th lv: Stoneskin Communal, lessser planar binding, teleport, life bubble, telekinesis, telepathic bond, overland flight, baleful polymorph, Summon Monster V, Magic Jar, overland flight, cond of cold, acidic spray (26), hungry pit (26)
DC 25 6th lv: Planar Binding, disentigrate, true seeing, Summon Monster VI, contingency, anti magic shell, greater dispel magic
7th lv: Greater teleport, plane shift, teleport object, Summon Monster VII, limited wish, vision
8th lv: Greater Planar Binding
9th lv: Gate

School: Divination, Foresight

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Opposite Schools: Enchantment

1 wand 50 charges mage armor 750
1 wand 50 charges Shield on right wrist shealth 750
1 wand 50 charges Cure light wounds on belt pouch on back to left 750
1 wand 50 ch infernal healing 750
potions: Air bubble x2 (100), invisibility x1 (300), Gaseous form x1 (300)
oil of daylight (750gp),
2x dnemomer's essence 1000 gp

Familiar: "Moonlight" wearing very revealing tiny breast plate (100gp) carrying wand of mage armor, shield, and infernal healing

XP 600
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

DEFENSE

AC 22, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 61
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE

Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)

Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS

Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18, UMD +17
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

SPECIAL ABILITIES

Starlight Blast (Su)

As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su)

The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

Alertness, improved evasion, share spells, empathic link
Deliver touch spells
Speak with master
Spell resistance

Background: Born to merchants in the city of Magnimar, Zarzuket took to his parents trade early until he fell in with the wrong crowd and started making traps for thieves guilds excelling at such. A few years went by until he was nicknamed Shade which he still uses to this day. Shade found he had great magical talent a bit older then normal and went to school for such in Magnimar, eventually meeting and befriending several pathfinders who helped him straighten out his life and fond his love for adventure andost importantly, magic. Since eating a particular "soul cookie" Shade has slid somewhat into chaotic musing more then he once did.