Ordikon

Zeldin Tarr's page

378 posts. Alias of Sigil.


About Zeldin Tarr

RACE: Human
GENDER: Male
CLASSES/LEVELS: Sorcerer 1
ALIGNMENT: Chaotic Good
HEIGHT: 6"
WEIGHT: 165 lbs.
AGE: 29
EYES: Blue
HAIR: None
SKIN: Caucasian with numerous blue tattoos
TRAITS:
Reactionary (+2 to Initiative Checks)
Suspicious (+1 to Sense Motive which is treated as a class skill)

BLOODLINE: Draconic (Bronze)
REGION OF ORIGIN:
RELIGION: Irori (primarily), Nethys, Desna, and Cayden Cailean.
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ABILITY SCORES
STRENGTH: 13 (+1)
DEXTERITY: 12 (+1)
CONSTITUTION: 12 (+1)
INTELLIGENCE: 16 (+3)
WISDOM: 13 (+1)
CHARISMA: 16 (+3)
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VITAL STATISTICS
HIT POINTS: 7 (Currently 7)
STATUS:

AC: 11 (10 +1 Dex)
TOUCH AC: 11 (10 +1 Dex)
FLAT-FOOTED: 10
FORT:+1 (+0 Base, +1 Con)
REFL:+1 (+0 Base, +1 Dex)
WILL:+3 (+2 Base, +1 Wis)
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COMBAT STATISTICS

INITIATIVE: +7
BAB: +0
CMB: +1 (+0 Base, +1 Str)
CMD: +12 (+0 Base, +1 Str, +1 Dex, +10)
SPEED: 30 feet

Dragon Claws 2 attacks per round for 6 Rounds/Day
Damage 1d4 +1 Str
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SPELLS:

CANTRIPS:

Detect Magic
Electric Charge (as Acid Splash, but damage type is electrical)
Flare
Light

LEVEL 1 4/Day (3 +1 Cha)

Magic Missile
Shocking Grasp

LEVEL 2 1/Day (0 +1 Cha)
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CLASS FEATURES

Proficient with all simple weapons.
Cantrips
Eschew Materials
Dragon Claws for 6 Rounds/Day (3 +3 Cha)
Perception is considered a class skill.
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FEATS:

Alertness: +2 to Perception and Sense Motive checks.

Improved Initiative: +4 to Initiative checks.

Eschew Materials: Components costing less than 1gp are not needed.

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SKILLS: 5 skill points ((2 +3Int)*(level)1)

Acrobatics +1 (+1 Dex)
APPRAISE +3 (+3 Int)
BLUFF +7 (+3 Cha, +3 Ranks in Class Skill, +1 Favored Class)
Climb +1 (+1 Str)
CRAFT +3 (+3 Int)
Diplomacy +3 (+3 Cha)
Disguise +3 (+3 Cha)
Escape Artist +1 (+1 Dex)
FLY +5 (+1 Dex, , +3 Ranks in Class Skill, +1 Skill)
Heal +1 (+1 Wis)
INTIMIDATE +7 (+3 Cha, +3 Ranks in Class Skill, +1 Skill)
KNOWLEDGE (ARCANA) +7 (+3 Int, +3 Ranks in Class Skill, +1 Skill)
PERCEPTION +7 (+1 Wis, +2 Feat, +3 Ranks in Class Skill, +1 Human)
Perform +3 (+3 Cha)
Ride +1 (+1 Dex)
SENSE MOTIVE +8 (+1 Wis, +1 Trait, +2 Feat, +3 Ranks in Class Skill, +1 Skill)
SPELLCRAFT +7 (+3 Int, +3 Ranks in Class Skill, +1 Skill)
Stealth +1 (+1 Dex)
Survival +1 (+1 Wis)
Swim +1 (+1 Str)
USE MAGIC DEVICE +3 (+3 Cha)

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LANGUAGES: Aquan, Common, Draconic, Elven

HUMAN TRAITS:
Bonus Feat
Extra skill rank each level.

FAVORED CLASS: Sorcerer
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EQUIPMENT:

Dagger (strapped to right leg)
Spear, Masterwork
Spear, Silver
Spear, Cold Iron

Explorer's outfit
Backpack
Bedroll
Blanket, Winter
Caltrops (2)
Chaulk (10)
Hammer
Piton (5)
Rations (10)
Rope, Silk 50ft
Sack
Sunrod (3)
Thunderstone
Tindertwig (10)

Small key
Key with thread

Potion of Cure Light Wounds

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MONEY:

pp:
gp: 185
sp: 4
cp:

XP: 0

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DESCRIPTION:

Zeldin Tarr is a tall man with a swimmers athletic physique. His body is covered in tattoos and his head is completely shaved. The most striking thing about him is his eyes. He has an intense gaze that seems to miss nothing. Despite this, he is strikingly attractive.

In contrast to the great care he seems to take in decorating his body; his clothing seems to have function as its first directive. He tends toward things that allow easy movement. The spear is his weapon of choice.

He is intensely curious, and interested in the habits and attitudes of others. He can appear aloof, but once he has decided you are a friend he will stop at nothing to aid you.

BACKGROUND:

Zeldin does not know who his parents are/were. His early memories are of being raised in an orphanage. As he approached puberty he found that when he was in a state of emotion, either good or bad, unnatural things would happen near him. Often times electricity would discharge from his body. The staff was very understanding and even had someone try to help him understand what was going on, but Zeldin did not want to understand. He wanted to fit in, and have friends. This "episodes" grew in frequency and intensity and culminated in severely hurting another teen at the orphanage. (In fact, it was the occasion of his first kiss. He had a spontaneous discharge from his lips that badly burned the girl he was with.)

Ashamed at his lack of self control, and worried that he would be severely punished for what he had done, he got the girl help and then grabbed his limited belongings and fled.

Zeldin lived for nearly 10 years on the streets or edges of civilization, begging, and doing odd jobs. He tried at all times to avoid connections with others, because he did not want to harm anyone else. When people started getting close to him emotionally, he would simply move on.

His running eventually brought him to the town of Brindenford. He was about 25 and tired of running and hiding. He stopped trying to suppress the magic in his blood and decided to try to control it instead. To this end, he brought his meager savings to a retired wizard named Piven, and asked to be trained. Piven had foreseen the contact with Zeldin and accepted him as an apprentice despite being several years older than even the most senior of his apprentices. His first duties were menial and were used to teach obedience. Zeldin cooked and cleaned, and while he chaffed at being told what to do, he was also grateful for a chance to finally learn about his magic.

Something happened between those two. Piven, who generally had little patience for his young apprentices, and Zeldin who kept everyone at arms length found that they had made a sound friendship.

After several years of basic support tasks, Piven began trying to teach him from a spell book. Zeldin had already found short cuts to much of what his master was trying to teach him. Other things he could understand mechanically, but struggled to actually do. Piven watched the frustration of his student and determined that he would likely never be a wizard, and that while he had taught Zeldin self control and self respect, he would not be able to teach him about his gift.

Finally Piven came to Zeldin and told him about the Dragon's Delve, and suggested that he might best learn to use his power by the practical application the dungeon offered. It would be a chance for Zeldin to put his skills to use. To start him off correctly, Piven had saved Zeldin's "admission fee" from his apprenticeship, and added to it money that he would have paid to have the menial work done, and then some money further, simply in honor of their friendship. This purse was Zeldin's, to start him out right in his new life.