Member of the Whispering Way

Zero Zephyrus's page

51 posts. Alias of Hawksw0rd.


Full Name

Zero Zephyrus

Race

| HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0

Classes/Levels

| Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Gender

Male NG Half Elf Bladebound Kensai 1|Character Page

Size

Medium

Age

Assumed 20

Alignment

NG

Deity

None

Languages

Common, Elven, Aklo, Infernal, Auran

Homepage URL

http://charactersheet.co.uk/pathfinder/#/statblock/589e4e07a7bf1d0004c050ac

Strength 17
Dexterity 12
Constitution 16
Intelligence 17
Wisdom 10
Charisma 12

About Zero Zephyrus

Zero Zephyrus

Half Elf Bladebound Kensai 1

NG

Init +1; Senses Low Light Vision; Perception +3
Defense

AC 15; Touch 12; Flat-Footed 13

HP 11; Wounds —; Non-Lethal —

Fort +5 ; Ref +1 ; Will +4

DR —; Immune —; Resist —; SR —; Spell Failure 15%
Offense

Speed 30;

Melee +4 Bastard Sword (1d10 + 3, 19-20x2); S

Spells Known/Prepared: 1st—Enlarge Person, Shield, Shocking Grasp (1/1), Snowball, Thunderstomp, Vanish
0th—Acid Splash (1/1), Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare (1/1), Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation (1/1), Ray of Frost, Read Magic (1/1), Spark

Str 17, Dex 12, Con 16, Int 17, Wis 10, Cha 12

Base Atk +0; CMB +3

Feats and Traits:
Weapon Focus:Bastard Sword:+1 to attack rolls with Bastard Swords
Combat Expertise:You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Bladed Magic:You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Rich Parents:Starting Wealth is 900 GP
Attached:You have a strong emotional attachment to a person or object that you’re terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Skills:
acrobatics +1, appraise +3, bluff +1, climb +7, craft +3, diplomacy +1, disable Device -, disguise +1, escape Artist +1, fly +1, handle Animal +1, heal 0, intimidate +1, knowledge Arcana +7, knowledge Dungeoneering -, knowledge Engineering -, knowledge Geography -, knowledge History -, knowledge Local -, knowledge Nature -, knowledge Nobility -, knowledge Planes -, knowledge Religion -, linguistics -, perception +3, perform +1, profession 0, ride +1, sense Motive 0, sleight Of Hand -, spellcraft +7, stealth +1, survival 0, swim +7, use Magic Device -

Languages:
Common, Orc, Necril, Aklo

Special Abilities Racial:
Arcane Training:Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Dual Minded:The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood:Half-elves count as both elves and humans for any effect related to race.
Elven Immunities:Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:Half-elves receive a +2 racial bonus on Perception checks.
Low Light Vision:Half-elves can see twice as far as humans in conditions of dim light.

Special Abilities Class:
Weapon and Armor Proficiency:A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Canny Defense:At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Weapon Focus:At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Arcane Pool:At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Spell Combat:At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Gear:
Weapon: Bastard Sword-Black Blade-450 GP, Spell Component Pouch-Magus Kit, Clothing: Monk's Outfit-Starting Outfit, Magnus Kit-22 GP, Backpack-2 GP, Armor: Silken Ceremonial Armor-30 GP, Armor: Masterwork Parade Armor-175 GP, Wondrous Item: Ioun Torch-75 GP, Compact Spell Book-50 GP, Book Lariat-3 SP; Money 95 gp, 97 sp

Background:

Zero:
Zero, despite his unique name, is nearly forgettable in his appearance. A tall and lean fellow, the only two features that catch people attention are his long silver hair, and bright, yellow glowing eyes. Despite this, Zephyrus is well known for his strength and hardiness.

The man himself is quiet, and polite. Many people of Fort Inevitable are unaware the young man can even speak, though those same people will mention his kindness. Despite the prevailing idea he is a simpleton, the half elf is actually quite intelligent. Perhaps due to his amnesia, Zero takes every opportunity to learn whatever he can. His magic is rarely used, though a openly known secret.

The blade that accompanies him everywhere is another story. A massive weapon nearly as wide as man's chest, and nearly five feet in length, this weapon is obviously a one of kind. Seemingly made of gray stone and some green metal, its edges are lined in razor sharp spines that extended and receded into the weapon, while two larger protrusions extended to form the guard. The handle, a rope like extension ending in a dull spine that curved upwards, had led some to speculate the weapon was an elven relic. It was the strange center that confirmed that theory. A split circle of stone engraved with elven runes and two emeralds surrounded what appeared to be a closed eye engraved in the center. Zero is quite defensive of the weapon, and refusing to have it anywhere other than on his person.