Vampire

Zees's page

260 posts. Alias of Chris Shannon 719.


Full Name

Zurisatro "Zees" Mandurkin

Race

Human - Varisian

Classes/Levels

Wizard 1 - Universalist

Gender

Male

Size

Medium

Age

17

Alignment

Chaotic Good

Location

Sandpoint

Languages

Boggard, Chelaxian, Draconic, Shoanti, Thassilonian, Varisian, Goblin (2nd level linguistics)

Strength 8
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Zees

Stats:

Saving Throws
Fortitude = +2
Reflex = +2
Will = +3

Armor Class = 12 (Robes)
Touch AC = 12
Flat-Footed AC = 10

CM Bonus = 0
CM Defense = 12

HP = 16 (6 max 1st level, +2 CON, +1 for favored class)(1/2 Max+1, +2 CON, +1 favored class)

BAB = 1
Initiative = +2
Speed = 30'

Pathfinder Heroic Level - 25 point buy - starting stats
STR - 8
DEX - 14
CON - 14
INT - 20
WIS - 10
CHA - 10


Weapons:

Dagger
- Attack = 0 (+1 BAB, -1 STR)
- Damage = 1d4-1
Club
- Attack = 0 (+1 BAB, -1 STR)
- Damage = 1d6-1
Thrown Dagger
- Attack = +3 (+1 BAB, +2 DEX)
- Damage = 1d4-1
Light Crossbow
- Attack = +3 (+1 BAB, +2 DEX)
- Damage = 1d8 (19-20/x2)

Special Abilities:

Hand of the Apprentice (Su) (8 times per day): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier.
- Attack = +6
- Damage (dagger) = 1d4-1
- Damage (club) = 1d6-1
Acid Splash (Sp) from Varisian Tattoo: 2 times a day (CON mod), 1d3 (Ranged touch +2)
Bonded Object (ring): A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.

Spells:

*Conjuration spells are +1 caster level from Varisian Tattoo

Cantrips (4 prepared per day)
Typically prepared
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Detect Magic
- Ray of Frost
1st Level (4 prepared per day)(2 for level 2, 2 for INT of 20)
- Burning Hands (DC 16 REF: +1 level 1 spell, +5 INT)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Comprehend Languages
- Feather Fall
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Mage Armor*
- Magic Missle
- Sleep (DC 16 Will: +1 level 1 spell, +5 INT)
- Endure Elements (learned from Hsoari Gandethus)
- Protection from Evil (taken at level 2)
- Ear Piercing Scream (taken at level 2)


Background:

Zees arrived in Sandpoint as a child with his parents, merchants travelling from Magnimar, but has never left. His parents were murdered, possibly just for their goods, but rumors abound that they were assassinated. Zees was found under their overturned cart clutching a gold ring—his only inheritance. A relative of Zees’ was sought, but never found and he was taken in by the orphanage at Turandarok’s Academy.

Zees displayed some talent in the arcane arts early on and has received some mentorship from the headmaster of the academy, Hsoari Gandethus, a wizard and former adventure. However, the realities of the demands for the headmaster’s time caused Zees to seek knowledge of the arcane, and every other topic, wherever he could find it. Daily he would escape the orphanage whenever not under the direct supervision of Gandethus to continue his education.

Whether lusting after the various curios in The Feather Serpent, perusing the books at The Way North, or trying to get Nisk Tander at Bottled Solutions to let him try out his latest potion, Zees is a familiar, if unremarkable, face throughout Sandpoint. While Chask Haladan won’t let him touch any of the books at The Curious Goblin, he does tolerate Zees sitting quietly in the corner while he talks with real patrons such as Brodert Quink, Sabyl Sorn, and Ilsorai Gandethus.

If not around town, then he is probably once again focused on trying to gain entry into Gandethus's basement of adventuring treasures. He doesn't want to steal them, but the adventurer in him is lured to them like a moth to a flame.


Personality and Appearance:

Zees imagines himself to one day be a great adventurer and wizard. While he has read or heard a thousand stories, he has no practical experience and bases his actions on the things he has read and heard about. In the meantime he practices his spells on unsuspecting stray animals and even the occassional unwary citizen. A bit of prankster, he has found many ways to practice his spells. If a person stands near Zees for too long he will happily share his vast knowledge without solicitation.

While there is a bit of the typical orphan in Zees that longs to know where he came from and if he has any living relatives, he happily calls Sandpoint his home. However, in some attempt to connect with his heritage while embracing his love of the arcane, he recently acquired a Varisian tattoo on his left arm. But foremost in his mind is that his time at the orphanage is coming quickly to an end. Zees is looking to begin his adventuring career or he might have to do the unthinkable and begin to earn a living.

Zees is rather unremarkable with his dark hair, brown eyes, and olive skin that reveal his Varisian heritage. He wears the finest robes he can find, which as an orphan means they are often covered in patches—he has yet to find a profitable use for all his knowledge and would rather wear rags than spend time working instead of studying. His robes stand out in stark contrast to the almost too large gold ring on his left middle finger; his only inheritance. With Gandethus’ guidance, he has recently learned to use it as his bonded object.


Feats & Traits:

Feat: Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Feat: (1st Level): Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Feat: (Human): Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Trait: Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Trait: Varisian Tattoo (Conjuration): Select a school of magic other than divination in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spelllike ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows: Conjuration: Acid splash.


Skills:

(2 for wizard, 1 for human, 5 for INT, per level=16)
Acrobatics = +2
Appraise = +9 (1 rank)
Bluff = 0
Climb = -1
Craft: Alchemy = +9 (1 rank)
Diplomacy = 0
Disable Device = -
Disguise = 0
Escape Artist = +2
Fly = +2
Handle Animal = 0
Heal = 0
Intimidate = 0
Knowledge: Aracana = +9 (1 rank)
Knowledge: Dungeoneering= +9 (1 rank)
Knowledge: Engineering = +9 (1 rank)
Knowledge: Geography = +9 (1 rank)
Knowledge: History = +9 (1 rank)
Knowledge: Local = +9 (1 rank)
Knowledge: Nature = +9 (1 rank)
Knowledge: Nobility = +9 (1 rank)
Knowledge: The Planes = +9 (1 rank)
Knowledge: Religion = +9 (1 rank)
Linguistics = +10 (2 ranks)
Perception = 0
Ride = +2
Sense Motive = 0
Sleight of Hand = -
Spellcraft = 10 (2 ranks)
Stealth = +2
Survival = 0
Swim = -1
Use Magic Device = -

Gold & Equipment:

Starting Gold = 150% average (70) = 105 GP
+ 50gp (Reward from Aldern) = 155
Gold spent = 148.3
Remaining coins = 0 platinum, 6 gold, 6 silver, 10 coppers.

Light Crossbow - 35 gp - 4 lbs
20 bolts - 2 gp - 2 lbs
Dagger - 2 gp - 1 lb
Cold Iron Dagger - 4 gp - 1 lb
Club - 0 gp - 3 lb
Spell component pouch - 5 gp - 2 lbs
Belt pouch - 1 gp - .5 lbs
Inkpen - 1 sp
Ink - 8 gp
Parchment sheet - 2 sp x 5
Scroll case - 1 gp - .5 lbs
Backpack - 2gp - 2 lbs
Scroll of sleep (scribed night of day 1, 12.5 gp)
Scroll of burning hands(scribed morning of day 2, 12.5 gp)
(USED-post #928)
Scroll of magic missle(scribed morning of day 3, 12.5 gp)
5 acid flasks - 50 gp - 5 lb
5 flasks of oil - 5 sp - 5 lb

Borrowed
- Longsword - 4 lbs
- short sword - 2 lbs
- cold iron dagger - 1 lb

Weight carried = 33 lbs
STR 8
Light 26 lbs. or less
Medium 27–53 lbs.
Heavy 54–80 lbs.