Aron Kir

Zeldones's page

174 posts. Alias of John Woodford.


Full Name

Zeldones

Race

Human

Classes/Levels

Magus (laughing shadow)/1 HP 16/16| AC 17 (18 with mystic armor)| Fort (E) +5| Ref (T) +7| Will (E) +5| Init Perc (E) +5/Stealth (T) +7

Strength 1
Dexterity 4
Constitution 0
Intelligence 2
Wisdom 0
Charisma 2

About Zeldones

Male human (versatile) laughing shadow magus 1
N Medium humanoid (human)
Init/Perception +5 or +7 if using Stealth

XP: 210

DEFENSE
AC 17/18 (trained bonus +3; +4 Dex, +1 mage armor)
hp 16 (8 human + 8 magus)
Fort +5 (E), Ref +7 (T), Will +5 (E)
Resistances/Immunities None

OFFENSE
Speed 25 ft. (35 ft. in arcane cascade stance)
Melee fist +7 (B), (1d6+1) (agile, arcane, finesse, nonlethal, unarmed), dagger +7 (T), (1d4+1P/1d4+1S) (agile, finesse, thrown 10')
Ranged longbow +7 (T), (1d8P)
Special Attacks
Focus points used: [ ]

SPELLS IN BOOK:
Level 1: (1/day) mage armor, shocking grasp, runic weapon, mending
Level 0: (5/day) (8) acid splash, light, daze, detect magic, mage hand, prestidigitation, produce flame, ray of frost, vitality lance

SPELLS PREPARED:
Level 1: mage armor
Level 0: acid splash, ray of frost, vitality lance, ignition, detect magic
Conflux Spells: dimensional assault

STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 10, Cha 14

ACP 0

Heritage
Versatile Human Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). (Canny Acumen)

Ancestry Feats
Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. (L1) (Arcane Fists)

Adapted Cantrip: Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition.

If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. (Vitality Lance)

General Feats
Canny Acumen (from heritage) Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Class Feats
Arcane Fists Your physical training encompasses unarmed combat forms. The damage die for your fist changes to 1d6 instead of 1d4. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the arcane trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group. (human feat bonus)

Skill Feats
Pickpocket You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty. (background bonus)

Skills
Lore (Engineering) +5 T
Acrobatics +7 T
Medicine +0
Performance +2
Religion +0
Diplomacy +2
Intimidation +2
Crafting +2
Arcana +5 T
Occultism +2
Society +2
Survival +0
Nature +0
Athletics +4 T
Thievery +7 T
Stealth +7 T
Deception +5 T

Background
Returning Descendant You aren’t from Breachill yourself—you might not even be from Isger or Avistan at all. You’ve lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of Breachill and had a modest career as an adventurer. You can’t help but wonder if you would have had an easier life if you’d grown up there instead, and have decided to seek out this small town to learn more about it.

You’ve decided to respond to the Call for Heroes to follow in your ancestor’s footsteps, either to honor their memory or accomplish the great deeds they did not.

Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost (Charisma).

You’re trained in the Thievery skill and the Engineering Lore skill. You gain the Pickpocket skill feat.

Racial Modifiers none

Languages Common, Draconic, Goblin, Elven

SQ

Gear dagger (2/L), longbow (30/1), 20 arrows (2/2L), adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), writing set (10/L), thieves' toolkit (30/L), explorer's clothing (1/L), spellbook (0*/L) 6 gp, 8 sp, 0 cp, 2 Bulk, 7 light

Class Abilities

Hybrid Study: Laughing Shadow Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.

While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking a flat-footed creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.

Spellstrike (two actions) You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

Arcane Cascade (one action)
Requirements: You used your most recent action this turn to Cast a Spell or make a Spellstrike.You need to meet this requirement only to enter the stance, not to remain in it.

You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

SPECIAL ABILITIES

Background:
When he looked back on his life, Zeldones couldn’t avoid the conclusion that his real problem was filial piety…he had too much of it for his own good. Time and time again, he and his father would find a town, settle down, he’d get back to his studies, and then his father would try to con the wrong mark or steal from the wrong merchant and boom, back on the road again. It was worse when his father would make him come along on the jobs…oh, picking locks and outwitting dull-witted guards was fun, he was good at it, but it wasn’t what he really wanted to do with his life. At least when he was involved he had a good reason to leave town, but that didn’t explain why he’d drop everything and run even when he could’ve just stayed. He’d lost track of how many teachers of magic he’d left behind, and it never got easier. He loved his father, though, and couldn’t abandon him. It was made a little easier because he had some idea why his father was doing it: his mother’s parents were successful adventurers who’d settled down and made a life for themselves in a backwater little village in Isger (he vaguely remembered his father saying that they had relatives there), and his father couldn’t face them without showing that he could do amazing things, too. If only the man’s competence matched his ambition!

It was in Korvosa that things went south for the last time. His father had had some minor successes…enough to pay dues to the Cerulean Society, and through them to get wind of a huge score. Rather than continue to take things slowly, his father tried for a masterstroke that would set him up for life, able to return to his wife and her family in triumph.

Zeldones never found out what, exactly, went wrong. He’d had his nose in a book when a couple of Cerulean enforcers appeared at the upper room he shared with his father with a warning: get out of town quickly, the Hellknights had gotten involved, his father had to go to ground far away from Korvosa, and sent Zeldones a short but heartfelt message that ended with “Go home!” That could mean only one thing: back to Isger, where he was born. Back to Breachill, where his grandparents and his mother–his only living relatives, as far as he knew–lived.

It was one of life’s ironies that, having finally reached the small village, he came to empathize with his father better than he ever had. For he, too, couldn’t face his grandparents or his mother without something more to show for his time on the run than a list of failures. As luck would have it, though, he arrived on the day of the monthly Call for Heroes, a last opportunity to show that his father had raised a child to be something more than an untried battle mage and a failed thief.

Appearance:
He's kind of a gangly teen--light brown skin that might just be a heavy tan, tall and skinny, shaves every few days because his beard is still patchy and slow-growing, keeps his hair (dark brown and slightly wavy) cut short so it won't get grabbed in a fight, and wears plain clothing of the sort that won't draw the eye if he has to run for it in a crowd.